Thread #2186428 | Image & Video Expansion | Click to Play
HomeIndexCatalogAll ThreadsNew ThreadReply
H
Looking back, has B42 delivered on its promises?
+Showing all 592 replies.
>>
starting a new run
>>
>>2186471
these are my traits surely nothing will go wrong?
>>
>>2186472
After just one run with motion sensitive I was convinced its far from free points. Well if you're doing a Lemmy sanctioned ungabunga run, of course it is free, but for everyone else it requires really planning ahead since even the shortest trip will immediately put you in a fever state.
>>
>>2186512
yeah after playing a bit I think im gonna restart without motion sickness and without fear of blood
the latter is making me unable to know when I need to smoke
>>
>>2186428
No.
>>
Playing a listen server with my friend, I'm hosting. Whenever I drive a vehicle my friend never sees me driving anywhere and the car never moves on his side but whenever he drives it works.

Is this because it's not dedicated? I really don't want to go through the process of making a dedicated server just to fix a bug.
>>
>Melee/push hitboxes are a cone from your viewpoint instead of a combined rectangle+cone system
>Meaning the closer a zombie gets, ironically it's harder to hit them until at certain points your arms/weapon can clip right through a zombie and 'miss' despite visual feedback saying you hit
>This has been an issue since B41 released and to date hasn't been fixed despite being a literal 10 minute job
>>
good morning I hate videogames
>>
>>2186428
necrophilic faggot nigger
>>
>>2186471
>>2186472
What's the theme/challenge of the run? Surely you're not just gonna do a regular run (easy)?
>>
>>2186472
>Motion Sensitive
No one should ever pick a trait that can kill.
>>
>>2186848
the usual
level str and fit to 10
collect every book
level every skill to 10
collect all the rare cars from the mods
5% sprinters
helicopter sometimes
and of course collect all the kinky gear from tomb's wardrobe and frockin splendor to dress her up like a whore

plenty of challenge and time to sink
>>
I had an idea for a mod that was a total transformation mod that removed all modern tech things and adds medieval weapons and stuff and the map is a replica of Westeros and the zombies are white walkers.
>>
>>2186861
So just a default autist run? That's easy
>>
>>2186976
yes, I'm not playing this game competitively
I haven't reached diamond league or mythic rank in project zomboid yet
>>
>>2186861
>helicopter sometimes
>sometimes
>>
>>2186986
heli event should be default sometimes, gives me something to do in this game of zero objectives
>>
>>2186710
>This has been an issue since B41 released and to date hasn't been fixed despite being a literal 10 minute job
You could say the same for caloric values, except it's a 5 seconds job. Zomboid is abandonware.

>>2187023
I'd be content to just survive innawoods and do cool shit if the devs actually bothered. Bows and crossbows don't exist, and animals give 0 calories so hunting is pointless. The entire zombie combat consists in walking backwards while clicking. We have no bows, no throwing rocks to distract zeds, their AI to find you is insufferably spiteful (a zed will perfectly hear you and find you from 5 stories below, zeds pathing around fences, zeds becoming gods when on the ground...), all the systems blatantly suck or aren't implemented.
>>
149.102.156.205:35200 London
Sprinters + Sleep PVE

Maybe i'll add the multiplayer bug fix mod, but it can't take that long until indiestone does a "hotfix".

300 zombie hearing causing some cells to be packed with zombies because of meta event sounds. Some rally settings to make zombies travel around a bit more.

I guess this is for anyone looking for an empty dedicated server.
>>
baddie outfit acquired
>>
>B42 added children zombies to the game and so far I've only seen a couple of people mention it
Fucking hate how retarded game communities are now, nobody fucking talks about the game anymore.
>>
>>2187613
where?
>>
>>2187617
You didn't notice the shitloads of zombies wearing children's clothes, carrying children's backpacks full of children's items?
>>
>>2187621
No? If they have the same size body then you mean teens/adolescences not children.
>>
File: file.png (823.9 KB)
823.9 KB
823.9 KB PNG
>>
>>2187623
>Young teens aren't children
What did they mean by this?
>>
>>2187627
If they have the same body as an adult they're not a child.
>>
>>2187629
You're implying that the setting has heaps of those weird fetishists who pretend to be children, and they all ran to the local schools during a zombie apocalypse?
Or...
The devs are lazy?
>>
>>2187632
Or it's a highschool
>>
>>2187634
Look I know this is 4chan, and 'she's 13 out of 10' and all that.
They're still children.
>>
>>2187638
Clearly if they have the same models as adults they're going to be representing seniors.
>>
>>2187641
>Clearly they're adults despite all evidence to the contrary and the developers being lazy motherfuckers
Lol
>>
>>2187644
And what is all the evidence to the contrary
>>
>>2187645
>How they're dressed
>Their location
>Their personal items on person
>etc?
Again, why are you assuming there's heaps of child-fetishists at the schools ingame???
>>
>>2187646
So, high schoolers at a high school?
>>
>>2187647
>Highschool girls are 6 feet tall
I wish.
>>
>>2187621
>You didn't notice the shitloads of zombies wearing children's clothes, carrying children's backpacks full of children's items?
That has always been a thing near schools.
>>
>>2187754
No it fucking hasnt. Load up B41 and check for yourself.
>>
Take your meds
>>
>>2187754
No, it was added with B42 when they added a shitload of items and changed spawns and shit.
>>
>>2187621
>children's clothes
there are no child zombie models, no children's clothes and no zombie children
>>
>>2188076
Shut the fuck up and get out of the thread Lemmy, you broke your own promise not to put children zombies ingame yet somehow they slipped by you lmao.
Such an incompetent retard.
>>
>>2188077
I know the developers are malicious and retarded, the game is in borderline dev hell and you haven't gotten your dick wet in your entire lifetime, but you don't need to go on the internet and make up retarded shit because you're bored
>>
>>2188088
>They're not children! They're just in the children's areas, wearing children's clothes, carrying children's toys and items!
Stop this needless cope.
>>
>>2188094
despite what your hypno fetish videos say, dressing up your obese ass into children's clothes and wearing a big red backpack does not automatically make you a child
substantiate your claims with screenshots or perish
>>
>>2188099
You're suggesting the game, set in 1993 zombie apocalypse, had hundreds of weirdos dressing up as children at the local schools and daycares?
>>
>>2188101
not going to argue any further until you provide any proof of these zombies existing
>>
>>2188106
Play B42 then you fucking retard, why are you arguing for a game you aren't even playing.
>>
>>2188108
B42 is utterly shit and I have absolute no motivation to play the game ever again until they actually fix the massive issues it currently has or add something subtantial like NPCs
now post those screenshots you baiting fucktard
>>
>>2188110
>Shits up thread with needless predditor arguing
>Isn't even playing the fucking game
PLAY THE GAME
>>
so it was bait
you're pathetic
>>
ZombiesZoneDefinition.School = {
HonorStudent = {
name="HonorStudent",
chance=5,
},
ShellSuit_Black = {
name="ShellSuit_Black",
chance=3,
},
ShellSuit_Blue = {
name="ShellSuit_Blue",
chance=3,
},
ShellSuit_Green = {
name="ShellSuit_Green",
chance=3,
},
ShellSuit_Pink = {
name="ShellSuit_Pink",
chance=3,
},
ShellSuit_Teal = {
name="ShellSuit_Teal",
chance=3,
},
Young = {
name="Young",
chance=15,
},
Student = {
name="Student",
chance=50,
},
Teacher = {
name="Teacher",
chance=15,
},
Varsity = {
name="Varsity",
chance=5,
},
}

>Young = { name="Young", chance=15,},
Anon wasn't lying, damn.
>>
>M16's and M14's are supposed to basically only spawn in army guncases
>Army guncases show up surprisingly often in gunstores but they removed all 'loot within loot', so they're always empty
>This is obviously unintended behavior that was supposed to fix backpacks being full of dried apricots and shit in camping stores
>By fixing this little bug, they added more bugs to the game
Lovely.
>>
>>2188111
>PLAY THE GAME
Not him, but still no. 90% of changes between B41 and B42 are actively harmful to the experience, and I already experienced everything interesting the game had to offer years ago. The only new content in the last 3 year has been lemmy melties and hilariously shitty and spiteful updates.
>>
>>2188277
then why are you here
seriously this thread is dead, you're not gonna be heard by people least of all the devs here
>>
>>2188296
>then why are you here
Why are you here if the game is so good, just play it, or go praise it with your fellow redditors
>>
>>2187287
Which MP bug fix mod are you using? I'm using
https://steamcommunity.com/sharedfiles/filedetails/?id=3646815505
And other than a single instance where a zombie teleported a few feet and gave me a laceration I've had no issues.
>>
>>2188314
I'm here cuz I want to post my progress and shit
>>
>>2188077
>>2188088
I wish there were actually children zombies. Children existed in 1993 Kentucky.
>>
>>2188277
post some lemmy meltdowns
>>
>>2188351
I meant this one. Not added as of yet. But i'll just add both of them later today. Thanks.
https://steamcommunity.com/sharedfiles/filedetails/?id=3627047348
>>
>>2188419
>>
>>2188417
The average Kentuckian simply bursts from the ground fully formed as a physical adult. This, incidentally, is why every player character is so shit.
>>
>>2188113
You were able to find varsity students with school backpacks before B42 though.
>>
>>2188793
No you werent
>>
>>2188807
Yes you were, there were plenty of "student" zombies wearing varsity clothing and backpacks before B42.
>>
>>2188821
No there fucking wasnt
>>
>>2188829
Yes there are.
>t. Someone who still hasn't played B42
>>
>>2188829
>>2188835
B41, zero mods.
>>
>>2188849
who cares
>>
I accept your concession.
>>
first time ever I've seen the "I accept your concession" used properly
>>
>>2189081
The funny part is that it wasn't even me, >>2188849, who wrote that.
>>
>>2189116
It was me, I saw a perfect opportunity and took it.
>>
nah it was me
>>
i would happily pay 20$ for a "npcs dlc" if it meant Lemmy would make his team get off their fat fucking asses and actually work on the game for once instead of spending 4 years working on knitting and fly fishing mechanics, but even he knows thats not going to happen.
>>
looks and feels great, aside from the fact that driving is a stuttering nightmare. as soon as I drive, immediately drops to 15 fps

>yes I've tried allocating more ram
>no I don't have any mods installed
>yes I've installed the latest unstable patch

how are you guys actually playing this? I cant drive without crashing into everything due to fps
3080 TI, 5800x3d, 32gb ram
>>
started with obese as well as 0 strength and fitness for the extra points and it was in fact a mistake
>>
>>2189542
I think they might have ruined Zero to Hero with the B42.
>>
>>2188793
Varsity students were in B41 but they new 'Young' students are new and they are full of more childish items.
>>
>>2189542
Playing without the Athletic trait and at least stout is a meme-build.
>>
>1 solid month since the last hotfix and nothing has happened
>B42 is over a year old and still has a lot of the issues reported day 1
>>
>>2189425
this on b42 right? good to know it's not only me
>>
>Rotten/burnt food is always an instakill with no real way to prevent death
Why not just disable eating the food if it's fucking lethal?
>>
>>2189745
sorry chud this game is realistic, if you eat burnt french fries you will instantly keel over and die just like IRL
>>
>>2189757
Yeah my mom ate a burnt steak one time, nothing the doctors could do for her.
She got a fever within a couple hours and died faster than ebola could kill a person.
>>
>All non-Axe weapons have a -1 effective to skill modifier
>There has never been an explanation for this
>It's not a bug either, it's deliberate "If not axe, then -1 to skill" modifier
>There is absolutely no way to see this ingame, only in datamining
What the fuck is wrong with these devs?
>>
>Canonically no bombs dropped in the exclusion zone with the exception of maybe near Louisville's burnt town
>Huge pileups of burnt cars looking like it was napalm striked
Can the devs go 1 fucking minute without retconning their own lore?
At least they got rid of the flatscreen TV's that were in the game, those made no fucking sense.
>>
>This is a realistic game, CHUD!
>That's why only the player can activate house alarms, 100 zombies entering a house wouldn't do that!
>>
Hoping Dandelion Void is good. Zomboid feels like the greatest waste of potential ever but nobody wants to pick up the mantle to make a better game.
>>
>>2189874
I lost interest in that game when I saw the previews and the player character was a bald black woman.
>>
>>2189768
Same reason why some of the skill levels do literally nothing for certain weapon types.
I never expected Bannerlord to be fixed before this game.
>>
>>2187634
At least they didn't bother differentiating between types of school looking at the loot. The elementary school in Muldraugh has the same type of loot as the middle/high school in Riverside for instance. Or maybe in the US you start reading welding, butchering and mechanic technical manuals in elementary school.
The so called "child" zombies are full grown zombies with childrens backpacks and some kind of generic Chris Chan-esque clothing. Honestly way more creepy than if they were to add actual child zombies to the game.
>>
>>2189683
Now I always do athletic no matter what, but I've tried starting with weak. On 3x XP its kind of bearable, but honestly still feels fucking bad. For the first 2-3 days you can barely loot anything and have to sacrifice at least two days (one day if you also fully turn off muscle strain) to even get back up to 5, and that's the most critical time to be looting things.
>>
>>2190199
Why critical time to loot things? I just spam fastforward next to a tv until lvl 3. Then do lvl 4 sometime later

Obese is nice when you have low food loot rate and gaining weight can be annoying.

I never pick the low fitness stuff though. 5 is totally fine if you use a knife build.
>>
>>2190212
I just like to get a generator up and going in the first couple days so I can save as much ice cream as possible in the freezer, in case there is an early shutoff.
>>
>eating sticks of butter makes my character unhappy but he's perfectly fine with eating whole unprepared chicken feet
>>
>>2190417
>Eating frozen bread will make your character massively depressed but they will happily scarf down huge swathes of uncooked vegetables that taste like shit IRL
>>
>>2190420
Considering frozen bread is fucking solid like a rock, I'm assuming your character is unhappy because they're jamming it up their ass.
>>
stable in 2026 surely haha?
>>
>>2189768
>All non-Axe weapons have a -1 effective to skill modifier
what
>>
fuck me MP is so unstable its ridiculous, I just want them to stop fucking around finish B42 and then FUCK OFF so modders can do their thing
>>
>>
>>2190768
Yea, stable on my dick
>>
>>2190783
Lets say you have level 7 Short Blunt
You 'actually' have level 6 short blunt.
If you have level 10 long blade you actually have level 9 long blade.
Only axes have the 'real' skill level.
>>
>>2190436
You can munch bits of frozen bread over time.
It's still bread, why would the player be upset with the taste of bread?
>>
>survive ten days
>got hit once, infected, run is over
>survive ten days again
>same thing again
this kind of fucking sucks
>>
>>2191472
Turn infection mortality to 'never', it gives a potentially dangerous fever but you can survive it as long as you aren't already heavily wounded or starving.
>>
>>2191497
How much health do you lose from the fever?
>>
>>2191504
It's not too much provided you snack while you're sick.
But it weakens you and makes you overheat (meaning it makes you tired too)
So generally it's a case of 'if you're infected, stay the fuck away from zombies for a while'.
But it can kill you.
>>
>>2191497
I can't, it would be cheating. I am here to suffer pointlessly
>>
>>2191527
>Developers are on record saying there's no canon or 'intended' difficulty
>Meaning fuck it, cheatmod as much as you want! It's canon!
>They had to say this because people started getting upset over the lore and gameplay having no correlation at all
>>
why is there still a health bar at all, shouldn't they have gone to some Casualties: Unknown shit by now?
>>
>>2191249
but why
>>
>>2191808
Same question you can ask for 95% of B42 content.
>>
>repairing a weapon has a chance to fail and damage it instead
for what fucking purpose?
>>
does anyone here still feel hopeful about the game's future? I think I'm about ready to give up
>>
>>2191960
Not really, because unlike other games that thrive on modding they're working at cross purposes with both the modding community and the larger part of players. Like they have their ridiculous ideas about "realism" and what the game should be about (that you should absolutely guaranteed die in a few days, unless you resign yourself to grinding stone age survival skills and living innawoods for 200-300 hour playthroughs).
A more sensible dev would see that after B41 MP when most people found the game, most of those players just want a highly tweakable sandbox to play zombie apocalypse. Really no one except the devs themselves are interested in their ideas of "realism". They just want the game to be STABLE and highly moddable. And yet because of their stubbornness and autism they're going to hold this against players, whining about how mean everyone is to them and how they need to take 6 months off work to play some faggot game to relax (which ends up giving them inspiration for even more retarded ideas) leading to B42 stable probably taking 1-2 more years to finish. The longer it takes the more they will demoralize the player and modding community until it gets to a point where even when B42 stable hits there is no one around to bother modding any more.
That's not even beginning to talk about B43 and whatever retarded ideas for NPC's they might have cooking.
>>
>>2191960
hell no
>>
>>2191808
Nobody knows. It's not a bug either, it's 100% intended behavior because the actual check is literally "If not Axe, -1 to skill"
>>
>>2192071
where's the mod that fixes it then?
>>
>>2192163
I don't think anybody has actually fixed it yet.
>>
having to downloads mods to fix years old bugs and "intended behaviours" for a game that has been in active development for 14 years is grim
>>
>>2192286
Oh fun fact, even today when over 500 zombies appear in your cell, it despawns a bunch.
Meaning you can run around and attract huge swathes of zombies which 'kills' shitloads without your knowledge.
You can't get the giga-fuckhuge hordes anymore, 500 is the cap. And 500 is actually higher than the 300 which the game defaults to.
>>
>>2192289
oh yes I know this, IIRC it's to prevent lag from massive hordes, I also remember a lot of coping that the massive engine optimizations in B42 will make this function unecessary
now the game runs even worse than it did before the optimizations lol
>>
>>2192291
At least I think they fixed the 'bug' where zombies don't spawn inside buildings until you enter them.
Which was always total bullshit.
>Fire a fucking shotgun in the street, no zombies
>Enter house
>10 zombies???
>>
>Zomboid's grind isn't that bad! Just use *Insert unintended grind/loop/exploit* and it's easy!
Ahh yes the developers totally balanced the game around the player being able to pick up 500 carryweight of gold bars from a specific location!
>>
>>2192362
I found gold bar next to the dead bank robber car event.
>>
>>2187424
this looks so stupid lol
>>
>>2187632
it's obviously a highschool

U.S elementry schools don't use lockers and aren't multi floor massive sizes like the zomboid highschools.
>>
nice
>>
reminder
most efficient way to powerlevel carpentry
costs 1 nail and 1 plank
gives base 8xp per craft, can easily expend a book in a few crafts
>>
>>2192666
I still think the idea of grinding in this game is so weird. Maybe not grinding in itself since I suppose there actually could be sensible ways to implement a grind that seems more natural, but why did they make it literally like black desert lifeskill grinding? It objectively does not make sense that making 1000 floor boards translates into your character eventually figuring out how to make a crate.
>>
>>2192402
>U.S elementry schools don't use lockers
I went to 3 different elementary schools as a kid and they all had lockers. I'm sure there are ones without lockers, but I wouldn't know. Probably locational.
>>
File: file.png (639.7 KB)
639.7 KB
639.7 KB PNG
I fucking fell from a second floor trying to build rain catcher barrels
now I'm stuck at home for a whole week...
>>
>>2186914
Yeah but you're not gonna do it
>>
>>2189410
I wouldn't pay for that because that was promised when I bought the game the first time.
>>
NPCs are going to be a disaster. They have been in development for 15 years. So when they come out and are just as stupid and retarded as the NPCs from every other game that has NPCs, normal people will say "why was this shit hyped up so much they are just normal dogshit NPCs"

Of course TIS cultists will continue to suck off lemmy but normal people see through it.
>>
>>2192705
weird, you don't really have separate classes until 6th grade so 1-5th you just have like a cubby in your only classroom
>>
>>2192880
The ones I went to had lockers since separate classes started at 5th grade, but mind you they were all in the same general area of the state.
>>
just let me finish smoking real quick
>>
Project Zomboid build 43 JUST released and i decided now was the time to try it out.

The moment i loaded in i knew something was different. Not because the game told me, but because a dude sprinted past my house at 3 AM screaming, opened my fridge, dropped a spoon, and then walked directly into a zombie like it owed him money.

That's right THERE ARE NPCS WALKING AROUND MULDRAGH AND THEY ARE ABSOLUTE FRICKIN CHAOS GOBLINS.

Are they smart? No
Are they functional? Not in a million years
Are they the most Project Zomboid thing to ever happen? ABSOLUTELY YES.

Now, why is this actually HUGE?

This is just the foundation.
This is the messy, glorious first step towards: Real communities, Betrayals, Trading, Raids, That one NPC who is probably called Billy that WILL get you killed and you WILL remember it forever.

Build 43 is the first step towards Project Zomboid becoming the most EPIC zombie game in human history.

But now i have to leave to go bash Billy's head in with a rolling pin so smash that like button, subscribe, ring the bell, barricade your windows,
AND I WILL SEE YOU IN KNOX COUNTY!
Anonymous Alpaca OUT!
https://youtu.be/dfrgjD-_hE4?
>>
>>2193108
dang a post from 2047

anyway SCUM gets mod support this year and then theres zero reason to ever play any other zombie game ever
>>
>>2192666
>>2192698
Books should be giving experience instead of boosting it.
>>
>>2191960
Hoping Lemmy has a break down and sells it to competent devs.
>>2192666
>>2192698
The most optimal way to grind should be a recipe called "train skill" using the normal supplies associated with the skill.
>>
>>2193388
No you don't understand, you WILL carve 450 spoons, and turn them into forks.
You WILL throw those 450 forks into a fireplace for fuel!
And you will click fast forward for the entire ingame week this will take!
>>
>>2193132
Just shit like cosmetic mods or will there be scripting mods? Will I be able to dress up female NPCs in sexy clothes and fuck them at my base? Can I go steal them with a lasso like in Conan Exiles? If not then I dont give a fuck because SCUM is boring as hell right now. And if the mods are only cosmetic nothing will change about that.
>>
>You can wear a cowboy hat with a whistle attached and this lets you whistle while using 2 handed weapons
>But somehow you can't wear a regular whistle around your neck and do the same thing
So add that to the 'Things Lemmy has never done in real life' list.
WHISTLES.
>>
>>2193132
Isn't that just some rust clone with zombies where pvp is a big part of the game design? Idk anything about those day z inspired games
>>
>>2193132
>SCUM
It's just another PVPVE game which in reality is just a PVP-fest where nolifers play the game habitually to curbstomp all the competition.
>>
What's the intended way to reliably get safe drinking water if you're trying to live as a caveman in the woods?
>>
>>2193552
Camp near a lake and boil lake water?
>>
>>2193554
What container are you making yourself within a day that allows you to boil water?
>>
>>2193552
>What's the intended way to reliably get safe drinking water if you're trying to live as a caveman in the woods?
Drink from the lake? It doesn't kill you anymore unless you drink while already sick.
But the correct answer is
>You don't
Because in the patch that was supposed to allow for unga-bunga mode, they didn't program in the means that unga-bunga requires.
As far as the game lore is concerned, cavemen invented glass/metal pots because they invented non-lethal drinking water.
>>
>>2193566
I hadn't heard that natural water sources are no longer lethal poison.
>>
>>2193575
The developers finally saw reason and made it so lakes aren't as fucking lethal as IRL nerve gasses.
I wouldn't drink from a bottle of water though, that might still kill you.
Gulping 2l of water from a lake? Fine!
Gulping 300ml from a can? DEATH.
>>
Fuck it, going to tally the amount of negative traits that are actually a tradeoff instead of being abysmal dogshit and nobody using them outside of meme builds.
>High Thirst
Dogshit, +1 point is not worth having to gulp fuckloads of heavy water
>Sunday driver
Dogshit, makes cars functionally unusable
>All thumbs
Literally just wastes your time, dogshit
>Clumsy
Dogshit, falling over is a death sentence in this game
>Cowardly
Viable, can be mostly ignored as 'that big horde of zombies' will make you reach max panic without the trait anyways
>Fast metabolism
Mega dogshit, it's a game where the player already eats too much...And you want them to be weaker AND need more food!?
>Short sighted
Viable, keep a spare set of glasses if you are worried about it
>Slow metabolism
Viable, makes surviving calorie-wise easier, but debuffs your character at the start pretty harshly
>Slow reader
Viable, just fast forward or set books to be quicker to read, meh
>Smoker
Dogshit, used to be a viable trait but they nerfed it too hard
>Slow healer
Viable, just don't get injured.
>Weak stomach
Burnt/rotten food always kills you even with iron gut, viable
>Agoraphobic
Lol no, you're going to be outside most of the time, do you want to hear heartbeats constantly???
>Claustrophobic
Same issue, except now you can't even sleep in cars because of it lol
>Conspicuous
Viable, zombies spot you with LOS anyways
>Hard of hearing
Dogshit, literally fucks with the game audio, who the hell would want that?
>Hearty appetite
Might actually be a BUFF because players need to eat so much fucking food now
>Motion sensitive
Dogshit, who wants to get a fever from driving a car??? Did nobody check this before release?
>Prone to illness
Take outdoorsy and just never get the flu lmao
>Reluctant fighter
Viable, less weapon XP sucks but hey it's trait points and you WILL get the levels eventually
>Sleepyhead
Dogshit, anything that needs more sleep sucks ass because fatigue is king
>Fear of blood
Dogshit, stresses.
>>
>>2193593
>Short of breath
Why is this not called Asthmatic? Fucking retard faggot devs renaming shit. Anyways, debuff to endurance/fatigue, instant dogshit tier
>Disorganized
Oh yes I want less storage space in my storage-space-simulator game! DOGSHIT
>Out of shape
Fitness reduction, dogshit
>Restless sleeper
Misleading trait tooltip, literally means you cannot fully rest so you have a 30% sleepiness debuff at all times
>Slow learner
Viable, less XP gains sucks but who gives a shit, turn up XP if you need to
>Weak
Viable, strength is easier to power-grind but still sort of sucks
>Illiterate
Not being able to read in a game where reading is the only way to do like half the things in the game...Yeah sure
>Thin skinned
Your clothes should be doing the damage resist anyways, just don't get bit, viable
>Puny
Strength but more extreme, barely viable
>Unfit
Lol, lmao even
>Deaf
Viable if you're deaf IRL, worthless otherwise, so dogshit.
>>
>>2193594
13/33 viable, meaning that the developers have gone out of their way to make almost two thirds of their traits pointless to use.
As a point of measurement imagine if 6 out of the 9 original Doom weapons were completely fucking pointless to use.
It's fine if a game has a single meme item or two, not 60 fucking percent of them.
>>
>>2193536
>>2193538
It's actually really good on custom pve RP servers

don't play officials they're garbage with horrible settings, like vanilla zomboid.
>>
>>2193450
Yeah it's going to be fully open just like conan
>>
>>2193594
>Why is this not called Asthmatic?
Because the devs are trying to appeal to ebonic speaking zoomers. The devs are proudly BLM supporter. Other than that, good list, fuck Lemmy.
>>
>>2193107
lol
>>
>B42 at launch was so fucking retarded that players were running around unga-bunga style armed with literal stones because nothing else fucking worked
Fucking wild times B42's release were...
>>
>>2193596
I would say most negative traits offer negatives that might be interesting for at least a roleplay scenario.
The bigger problem is the numbers for these traits. They've aggressively balanced all the negative traits to the point you get basically nothing, and I imagine they're just going to keep doing that because as soon as anyone says "x is free points" Lemmy gets a boner and is suddenly motivated to put in some work nerfing it. Meanwhile looking at the positive traits and occupations the situation is even more retarded, because there are a handful of traits that really do something useful and the rest of them are truly useless. For example even if you wanted to do a meme Nurse or Doctor playthrough, you get nothing for it and the entire First Aid skill itself is still a joke. At least its easy enough to balance this for yourself by adding free trait points in sandbox (basically a must with how retarded the balancing is right now, unless you just love grinding).
>>
>>2193634
>I would say most negative traits offer negatives that might be interesting for at least a roleplay scenario.
They don't. They're basically just 'fucking kick me in the balls' modifiers that you would never use outside of a meme-run.
60 fucking percent of them are so fucked up that nobody uses them.
>>
>>2193627
Reminds me of the muscle strain system on release, before even the redditfags bullied Lemmy into toning it down. I have it set to 0.1 now, which makes it only come into play if you're going ham on exercise.
>>
>>2193636
I think I have it set to 0.2, but I haven't tested it lately.
Ideally it should only be an issue if you're untrained, a trained strongman should be able to swing all day.
>>
>>2193635
Again though, that would be fine if the overall balancing wasn't so miserable. The problem is Lemmy has misunderstood the whole idea of "losing is fun" from games like DF. You can throw challenges and obstacles at the player, but you don't take away from the core gameplay loop or try to make the challenge a matter of enduring pure tedium. Lemmy looked at players fighting lots of zombies, enjoying one of the mechanics he actually got feeling decent (melee combat) and decided "nah, you can only fight like 6 zombies before muscle strain would set in". The traits are the same thing, people found meta builds, and instead of buffing/reworking more traits to create more options he just nerfs all the numbers. Getting a decent amount of meat from animals? Forget about it. Fish? Nerfed. Default loot settings? Default skill XP multipliers? Lol, lmao. You have to balance the whole game yourself to have any shot at enjoying it.
>>
>>2193638
Maybe if he was naked and not carrying anything
>>
>>2193646
Yeah except ingame your musclebound super-athlete will get their muscles nuked by swinging a bat a couple dozen times.
>>
>TFW they delayed bowmaking because to match reality it will take at minimum an entire year to season the wood properly
>Two years if you want the bow to last longer
>>
>>2193648
Beating bodies to a pulp is hard work
>>
>>2193651
You're headshotting them, not pulping their bodies.
Doing lethal braindamage to a person is...Actually easier than people think.
Drunken retards do it to their best friends all the time.
>>
>>2193649
wypipo dont season they wood
>>
>>2193594
>>Why is this not called Asthmatic?
Same reason why they changed some of the trait names.
>>
>>2193655
And the reason being?
>>
>>2193655
occupation names*
>>
>>2193656
Profound mental retardation.
>>
>>2187613
>>2187621
"teenage" zombies have been in the game for awhile. Theyre found around the school and im 90% sure theyre meant to be sophomores and seniors instead of being full blown kids
>>
>>2193714
They are literally called 'young' in code and carry childish items, not teenage items.
Shut the fuck up Lemmy.
>>
>>2193715
???????????????????????????? what does lemmy have to do with this LMAO. The "childish" "kid" zombies use the clearly grown ass man model
>>
>>2193733
We get it, you're a normalfag who can't think unless it's directly fed to you.
Yes, you didn't have breakfast this morning, we understand.
>>
>>2193737
the redditors are glazing niggers and the 4channers are actually deranged retards i can only imagine what horrors lie on Discord
>>
>>2193748
Lemmy your bot broke down again and is talking about irrelevant stuff.
>>
>>2193655
>>
>>2193805
Renaming Fisherman to Angler is so stupid because there's a trait with an identical name..
>>
>>2193807
sexist pig
>>
>>2193808
They could've just had traits selected after character gender is selected.
Then just rename the traits "Fisherman" "Fisherwoman", etc.
>>
>>2193805
>Project LessThanLivingFolksoid
>>
>>2193805
damn I didnt even realize it was gay gender shit that they renamed for
>>
>>2193388
>The most optimal way to grind should be a recipe called "train skill" using the normal supplies associated with the skill.
Stop making sense right fucking now
>>
>>2193593
>Viable, just fast forward or set books to be quicker to read, meh
I appreciate the effort but I am afraid that I stopped reading here. If you are going to change settings, you may as well just give yourself some free trait points. And I do not say that like it is some act of a shitter. The trait point balance is completely fucked up and dogshit, you should not be forced to take terrible perks just to have an occupation. Just give yourself like 12 free trait points so you can play as a normal person.
>>
>>2193859
There's a difference between slow-reader which can be literally fast forwarded, and all-thumbs where you can and will be assraped by a zombie because you took too long to bring an axe out of your bag.
Maybe read the rest of the post, I know you struggle to read being a smoothbrained nigger and all.
>>
>>2193865
what would reading the rest of the it change? If you are changing settings in the first place to offset the terrible balance just give yourself more trait points to offset the terrible balance. No need to be rude faggot.
>>
>>2193868
>Literal retarded nigger can't figure out the difference between a timewaster mechanic and one where time actually can get you killed
>>
>>2193871
Are you retarded? The point is not the slow reader perk. The point is the changing of settings. Here I read the rest
>Slow learner
Viable, less XP gains sucks but who gives a shit, turn up XP if you need to
If you are going to turn up XP just give yourself more trait points as well.
hint stupid faggot: this is a comment on the act of changing the settings. Not on the Slow learner perk.
>>
>>2193875
Then just mentally ignore that part? Oh shit wait that might be too hard for you.
>>
>>2193876
Yeah, we'll just pretend you aren't retarded.
>>
>>2193887
>Projecting
>>
>>2193511
The average Kentuckian in 1993 didn't know how to hang objects from their neck.
>>
https://steamcommunity.com/games/108600/announcements/detail/637955472778857065
>Added Plastering in MP
plasterbros we're so fucking back
>>
brb plastering my bro's face
>>
god I want to plaster a hot zombie slut
>>
Why do people compare this game to the sims again?
>>
>>2194196
because it looks like the original sims 1 which was an isometric game
>>
>>2194196
Make a base and live the peaceful base life for a few weeks and you'll see.
>>
>>2194202
>>2194224
There's a sims game with zero NPCs? Damn that almost entirely defeats the purpose of the name being plural kek.
>>
>>2194196
Grid system lik the sims, the way almost all objects have some sort of interaction like the sims, have to maintain "needs" like a sim, sleep like a sim, decorating even with non interactive items (dolls, computers, posters etc) works like the sims.

There's even a set of mods with a sims theme and it gave you sims 3 customization with the same UI but that was B41, not sure if they ever ported it over to B42.
>>
>>2194196
the game's design is heavily inspired by The Sims 1
TIS themselves started off as modders for The Sims 3 and Civ 5
>>
>>2194196
>>2194315
Oh yeah this screenshot reminded me >>2194324
Pause and fast forward buttons like the sims
>>
>>2194315
>>2194324
god imagine if we did get sims but with zombies, with the controllable character like zomboid but with all of the features and characters of the sims.
>>
>>2194664
Literal money printer
>>
>>2186428
Well, let's look at the roadmap, shall we? This roadmap was created something to the tune of four years ago. Has B42 expanded on crafting? Yes. Did it expand on the balance? ....sort of, more on that later. As for npc's, frankly, no. They later clarified like two years ago that "stage 1 npc's are actually uhm, like, farm animals and stuff!" which - by that metric, sure, they did do that.
But when this roadmap was released it was strongly implied, and thus everyone strongly inferred, that the kinds of npc's being talked about would be something like basic bandits and survivors, or perhaps hostile soldiers that attack the player; expectations set as far back as some of the game's earliest story mode builds. So, five years of development and what did we get?
Crafting overhauls that largely no one cares about and is incredibly frustrating to work with unless you set your server material resources to very abundant (which is still fucking annoying because of weight limits unless you have a whole crew hauling shit back and forth)
Combat changes that almost universally are dogshit because they STILL don't want to fix the real issue with firearms (though they added a noise modifier to server settings so you can fix it yourself jej)
An actually pretty good overhaul of the stealth mechanic so it is now worth using. A lighting system overhaul, better graphics..
And animal husbandry which is janky and shit and not really worth it even for long term survival. Four years. Remember that: four years. I'm repeating myself because it's important.
Four years. Baldur's Gate 3 entered early access and then hit full release before build 42 unstable came out. An entire US presidential cycle came and went. If you started college when this roadmap released, you'd be graduating before build 42 has a stable release (maybe next year fellas!)
Cont.'d
>>
>>2194894
Ahem. The worst part is that there are mods that already add the functionality most people expected into the game, like Week One Bandits, or Zombified Wildlife.
To make matters worse, they even removed content like Kingsmouth, which had to be forward ported back into B42 unstable with mods. Honestly most of the things I'd praise them for was adding a much larger variety of variables to tweak in server settings, like being able to randomize zombie behaviors and specs.
I don't think b42 is necessarily a bad update, but it is very...whelming. And that's not a good thing when it takes four years to make an unstable early access build of your game.
This is to my knowledge the most recent roadmap. We're only two thirds of the way towards B42 stable optimistically.
That means at the very earliest we get B43 unstable is next year, and I think that's overly optimistic. They still haven't actually expanded on the combat, either - granted there's mods for that, but I deeply struggle with the notion that it's a good excuse. I don't think it is.
They also removed the aim outline for shooting, even if you prefer to toggle the old shooting system on over the new one. Speaking of: the new one sucks. I mean, it's way more effective, but in terms of mechanical depth it is dogshit. You just point and click.
The problem with firearms was never their reliability, it was the fact that they made so much noise that every zombie in the city would converge on your location when you shot, even if you had the zombies set to be borderline deaf and have the memory of a goldfish. There was never, ever, EVER a situation in which shooting your gun was an optimal or even acceptable strategy unless you wanted to draw zombies to a certain location and even then, it was easier to use somehing like an alarm to do that. They should've kept the aim outline from B41 and lowered the default noise multiplier to .75 (Default is 2) while adding more weapon variety.
>>
>>2194931
>all the way to B48
good lord it will be the year 2050 by the time we get unstable B48
>>
>>2188445
topkek thanks anon

>>2190417
>>2190420
>take frozen bread out to thaw
>finally get to eat it hours (hours) later
>afflicted with crippling muscle strain and discomfort, for realism
>>
>>2194936
Unironically, yeah. I used to not give so much of a shit about devtime when I was a teenager and young college student, but I'm pushing 30 now and games I was excited for in highschool still aren't finished. And to be clear, I'd qualify zomboid as finished once it has all the features it promised to implement in its full release back in '11.
...which would be about the time B48 drops.
>>
>>2190417
>>2190420
>>2194944
At least they patched cooking so you can't just cook rotten food to make it fresh again, kek
>>
B48 is clearly the "Polish" update, why are you guys expecting a good game without bugs before then?
>>
>>2195017
>why do you expect a good game after 16 years of development??
>>
>>2195020
In fairness I can't think of a single game that had 16 years of dev time and wasn't absolute fucking garbage so TIS are on target with that.
>>
>>2195017
actually we are calling it the polish update because by the time it's out the original team will have all retired and the project outsourced to underpaid poles
>>
>>2195017
But why are they waiting until B48 to add polish? What do they have against poland?
>>
>>2195022
trvke, you got me
>>
File: IMG_5447.jpg (133.8 KB)
133.8 KB
133.8 KB JPG
>>2193805
>repairer
>>
>>2193594
>Slow learner
Basically free now because all the shit you used to have to do to grind XP is now worthless unless you change all of that in server settings.
>Illiterate
This isn't as bad as it seems because of the above too, there's not much point sitting around and reading skill books anymore unless you decide to take slow learner.
>Weak
I don't know if it got patched yet but currently you can work out infinitely while sitting down, so...
>Thin Skinned
What this actually does is multiply the the incoming damage chance of not just zombies but any kind of environmental hazard too like injuring yourself picking up glass, or foraging, or climbing, or tripping, or working on your car, etc. by 1.5x
Actually one of the worst traits in the game.
Also I dislike that they removed shit like Obese and replaced it with slow metabolism even if slow metabolism is functionally better. Speaking of, it actually makes surviving at the at all stages of the game way easier because of its special hidden ability: if your weight is 90 or below, all food you consume contributes to your weight 1.3x its base nutritional value. This makes actually maintaining a healthy weight really easy. It's basically free points.
>Reluctant Fighter
If you pair it with Fast Learner you get a huge bonus to every non combat skill and a 5% boost to every combat skill for basically free.
>Hearty Appetite
Pair it with slow metabolism and you again basically get free points.
>Cowardly
Pair it with Adrenaline Junkie to turn it into a positive trait, though I don't think it's particularly good it does offset the negative aspects of the trait.
>High Thirst
This is actually not as bad as it seems. It's only a .50x modifier to your thirst. Instead of carrying around a bunch of water, just carry a bottle or canteen on your person, some backup water in your car, and take sippies from water sources you find (which are common). Building troughs is a great way to create renewable water because they fill with rain
>>
>>2193593
>>2193594
Sunday Driver also isn't as bad as it seems because it only applies a .35x penalty to your max acceleration and start up forward/backward acceleration. The only time it would matter is if your car is getting swarmed by zombies which makes you a bad player. It's really a free point because most of the time its only actually safe to drive at around the sunday driver's max acceleration range. I guess if you're driving a huge fuckoff mega van it also matters, but most of the time the +1 is worth it if your build needs an extra point to round it out.
Conspicuous is actually way worse than it seems if you want to use stealth because of how it fucks with other stats under the hood.
>>
>>2195066
Sunday driver nukes the already shitty offroad acceleration. As in a shitty car might not actually be able to get off of grass/shrubs.
>>
>>2193634
What gets me is the non-retard solution to first aid/nurse and doctor professions is pretty simple: give nurse and doctor class specific traits that buff characters they use healing items on including themselves.
>I bandage myself: bandage lasts (x) amount of time before getting dirty, fuhg
>Doctor bandages me: It now lasts longer because he's more skilled at bandaging wounds, and he bandages it faster to boot! Wow! And he can do it in a way that reduces pain!
>Dr. Feelgood can also make various drug cocktails that can do useful things, like give a minor hp regeneration effect, or increase strength, or running speed, or endurance regeneration, or settles an upset tummy because I ate bad food out of desperation, et. al. fucking useful things doctors do in other survival games
All professions have hidden foraging bonuses by the way. Doctors and nurses find more medical related items when foraging, so I'd also make those classes have bonus XP for first aid as part of their hidden effects. I'd have every class actually have bonus XP for at least one related skill though since, unlike lemmy, I don't hate fun
>>
>>2195071
That's true, I didn't think of that since I usually don't take cares off roading very often unless I need to drive around something.
>>
>>2193108
you can already experience this with Bandits by the way
>>2193642
I am convinced that the reason Lemmy set the default dismantle multiplier to 0 and maxed out media level ups to 3 was because he didn't know how to fix the infinite reset bug where someone could quit the game after getting their XP dump from a TV program, quite and reload as long as its still airing time, and start rewatching the same episode for another XP dump.
>>
>>2194196
Early builds of the game looked exactly like the sims before they switched to 3D models and made the game look like shit.
>>
File: PIGS.png (3.5 MB)
3.5 MB
3.5 MB PNG
>>2195083
I actually don't mind that dismantling no longer gives EXP and that it's something you do for utility now like "oh I need to get into that room but there's no window to smash or that'd be too loud I'll just dismantle the door" or "oh I need parts for my car, I'll just cannibalize this one off the road"
It always felt like shit being somewhat suboptimal not constantly tearing things apart for mechanical/carp. EXP. It's nice that we're no longer pressed to be that autistic, but the lack of a replacement or a bonus to default XP gains on those skills makes levelling them up way harder than they should be.
>>
>>2194196
Women love this game because it's basically the Sims but you control one directly.
>>
File: SADge.png (10 KB)
10 KB
10 KB PNG
>>2195092
>mfw no baddie zomboid GF
>>
What is most unforgiveable to me is that I can no longer create Paul Blart, Mall Cop because Lemmy hates fat fucks I guess
>>
>>2189425
>unstable
This is why. If you want clean performance no mods, go play B41 stable. You can expect the game's performance to suck ass for about another year before B42 stable comes out.
>>
Zombies biting through kevlar vests makes sense because they're BULLETPROOF vests not KNIFEPROOF vests! Fucking chuds.
>This is what the zomboid community actually believes
>>
>A tree branch has CONSIDERABLY greater combat stats than a stone hammer
>Despite being made FROM a tree branch
>>
>Zomboid is a realistic zombie game
>That's why when you're tired and swinging far far weaker, your weapons get MORE damaged quicker!
>Instead of less damaged as you're swinging it less hard
I remember this one time when I had a sledgehammer IRL and I lightly tapped a wall a couple hundred times and the hammer exploded.
>>
Stop fucking complaining, B42 is called "Unstable" for a reason
>>
>>2195189
>>2195214
>>2195218
Ah yes, my favorite realistic zombie game where the only people in kentucky with firearms are the military, the police, and the occasional VERY rare right wing extremist, almost nobody drives a truck, nobody owns a jeep, the military didn't bother sending any of their own armored vehicles, and last but certainly not least: nobody is capable of swimming.
You know, actually, swamp/lake zombies would be a really kino variant. Maybe there could be a meta event flag for fishing where you might get attacked by a waterlogged zombie.
>>
>>2189893
How even is Bannerlord these days? Is the modding scene decent?
>>
>They stealth nerfed fishing like a month ago and nobody fucking said a thing about it
>They also stealth nerfed spears at the same time
>But yesterday they turbo-buffed fishing with a new 'legendary' system and increased fish sizes
>Still nobody talking about this
Does anybody in the 'zomboid community' actually fucking play this retarded game? After every patch I generally find the changes just by playing the actual game.
What gives?
>>
>>2195276
I don't fish because there's no point in doing that. I also don't use spears because there's no point in doing that now either and hasn't been since muscle strain was introduced.
>>
>>2195284
Spears were incredibly useful with muscle strain because they had a unique instakill on crit property, which has since been nerfed/removed.
NOW they are pretty much worthless though.
Fishing is great if you want to calorie-maxx without buttermaxxing.
>>
>>2195270
Not that anon but it still has a long way to go to get to where Warbands was at its modding prime. The game was unstable and broke mods regularly for so fucking long there's relatively few major mod projects going (which could be the future for PZ too, if the devs fuck around for too long). In fact the first time I even saw a stable and good full conversion mod for it was late last year, when Shokuho came out.
>>
>>2195276
Maybe because it isn't even mentioned anywhere in the patch notes and its often impossible to even know what is intended and unintended behavior in this fucking game.
>>
>>2195349
I fished a lake and even with high fishing skill, was getting dogshit and never once a 'legendary' fish
Put the game down for a week, suddenly getting 30kg paddlefish and legendary 26 kilogram waleyes instead lmao.
You would literally have to not play the game to not notice this.
>>
>>2195290
you can still stab through fences so that's something
>>
>>2195366
Being near fences in the current build is a meme because if the zombies thump against the fence your character shits theirself
>>
>>2195367
but why
>>
>>2195369
Who knows!
Zombies smashing doors down, breaking windows, chasing you while ON FIRE?
Character is just fine! Right as rain!
Zombies smacking a fence, even OUTSIDE LINE OF SIGHT?
INSTANT STRESS MAXXED!
>>
>>2194894
>Has B42 expanded on crafting?
Yes, but in a very half-assed no-fun allowed way. Nobody dicks with blacksmithing, the fucking posterchild of the new system, because the only way to get a setup running is to build literally everything from scratch, from the bricks to the anvil (I mean, they do spawn naturally, but they're rarer than katanas). The improvised railroad setup we saw in a teaser someodd years ago is all but memoryholed, and all the Mad Max style scrap metal stuff has been rolled into a distinct welding tree that might as well be a mod for B41 for all the mechanical changes it adds. The community-based "carpenter-tailor-blacksmith" setup they talked about in a Thursdoid also turned out to be 50% bullshit, since armor is made in one step that requires both the given skill and tailoring, so your tailor is never gonna be a different guy than your blacksmith/welder/whatever-the-fuck. I guess binding heads to handles is a different step than making the handle (and requires maintenance 1 because fuck you), and you need a guy to carve the handle if you can't find one. The map update is pretty cool, though.
>>
>>2195381
>Bench Anvils spawn in warehouses
>Logical ersatz blacksmith anvil, right?
>Lol no actually they have ZERO PURPOSE! Get fucked!
>>
>swing once
>exhausted
>tired
>muscle strain
>killing a zombie takes a solid 30 swings
lol
>>
>>2195560
Its a simulator, not a casual arcade game.
>>
>>2194664
Zomboid is The Sims, except you need to steal all the furniture
>>
>>2195384
You can melt it down into metal to cast your blacksmith anvil :)
>>
They need to introduce "unfinished" crafts/buildings like rimworld and df have, so that there can be more useful things that are a higher time investment but you can chip away at at different opportune times. Like if you have a high enough carpentry/carving/sewing or whatever and the materials you could make any furniture in the game but it might take a long time.
>>
weren't the crafted items supposed to have a quality level to them that depended on how high your crafting skill is? What happened to that?
>>
>dandelion void will have multiplayer
zoomboid is fucked
>>
>>2195663
That's not the right kind of realism, so no.
>>
>>2195668
Not sold that its a perfect replacement for PZ yet, but without knowing literally anything about their devs I still know that game will be feature complete before PZ has even dropped B43, lmao.
>>
>>2195092
>It's basically the sims but it only has one sim
>>
>>2195596
>Zomboid is Sims except it lacks the defining feature that makes the Sims what it is
>>
>>2195667
>Please be at least level 9 to start getting 'above average' grade items, ideally WITH the magazine in your inventory
>>
>>2195560
Sorry but all swings are now precision based. You have to find the pixel perfect sweet spot to get strong hits instead of having stats calculate your hti chance when you swing in the weapon's range :)
>>
>>2195381
Lemmy is like Sean Murray if Sean was actually a grifter instead of incidentally one. At least Sean fixed his game instead of improving one thing in exchange for making another element shittier
>>
>>2195370
>instant stress maxxed!
To punish you for trying to stab them through the fence with your spear and cheese lemmy's game
>>
>>2195262
different kinds of zombies would be really cool, yeah. Like wet zombies that can crawl out of the river, the various lakes/ponds, or maybe even spawn in tubs in infested houses, etc.
https://youtu.be/adubMSIXSFM?t=10
hostile zombified animals would be dope also and add an element of needing to build adequete protection for your farm animals and regularly cull zombies in areas you hunt in to preserve your healthy population of butcherable meat
or like, zombified birds or bats or whatever that could attack the player
rare "boss" type enemies alternatively would be a great addition to the game, but I doubt that'll ever happen
>>
>>2196376
>you approach a tub
>meta event chance to spawn a water zombie that crawls out of the tub, panicmaxxing your character
Would be kino. Also, technically there's a kind of framework available for mini-boss type enemies. You can designate a random number of zombies spawned in a cell to be sprinters or crawlers regardless of what the zombies are globally set to in the server settings. There also used to be a mod that could give zombies "costumes" that made them look different and have different animations, so it should be possible to create different classes of zombie. Honestly my favorite feature of B42 has been the ability to randomize zombie attributes and behaviors in the sandbox settings, it made them way more dangerous and interesting by being unpredictable
>>
My character finally got the cold, despite no humans being around to actually transmit a human-borne disease.
They aren't joking when they say you'll sneeze/cough constantly. It's literally every 2.5 seconds.
>>
File: RAWEGGS.png (416.3 KB)
416.3 KB
416.3 KB PNG
Project Zomboid is one of the most realistic game on the market, raw eggs killing you in a day or two is highly realistic behavior.
Picrel, man who died approximately 10 minutes later from a terrifying fever.
The US military currently is researching on how it can powderize burnt food and raw eggs, to drop over cities for mass-killing events.
>>
File: Sashimi.png (944.7 KB)
944.7 KB
944.7 KB PNG
Similarly the Japanese are researching ways to mass-kill huge swathes of population, as Project Zomboid features the same bioweapon that kills you faster than ebola.
Picrel the biological terror of aquatic origin
>>
I find it amusing how you can catch a 40 kilogram Paddlefish with like 400 hunger reduction.
And somehow it becomes 2 2kg fillets with 200 hunger reduction each
>>
>>2186914
There was a wilderness/medieval map mod that tried to do something similar once. I think it was for B40 or 41.
>>
Never understood why people make mods for games where every second patch breaks mod compatibility and shit.
I made some mods for Stalker CoP, I wouldn't have made said mods if I knew next week my mod would be totally redundant or broken.
>>
>>2196497
to be fair mods worked for years when we only had B41
they still do work if you didn't go to the beta branch
>>
>>2196543
It's not a 'beta' branch it's just the newest update to the game.
They just give it a special snowflake title for plausible deniability.
>>
>>2196545
you have to opt into it using the beta branch option on steam
>>
>>2196554
And Joe Biden was 'voted' by 81 million people. What's your point?
>>
>>2196556
>>
>>2196560
2020's is more retarded than any other period of human history, retard commies trying to change reality just by saying shit.
>>
>>2196556
His point, retard, is that it took four years for the beta branch to open. If you buy Project Zomboid and click install right now, it will only install B41. The only way to access B42 is to go into Steam's configuration window and reinstall the game after opting in to the unstable beta branch. There are approximately 40000 mods for B41 and like 5000 for B42, and most of those are just edits of B41 mods to make them compatible with the current unstable patch instead of new mods. If you go read posts by mod makers, like the guy who made the Week One mod, he actively seethes that Project Zomboid has multiple fork repositories; a big shitshow was about him deciding to only continue development on whatever the most current build of the game is, making everyone on B41 cry.
>>
>>2196569
And if you buy The Isle, it defaults to the legacy version of the game that isn't even the same fucking game, while "Evrima" is on beta-only opt-in.
B42 is the current version of the game, it's not a beta, it's just the newest update.
>>
File: jej.gif (672.6 KB)
672.6 KB
672.6 KB GIF
>>2196570
>the current version of the game is the one that steam doesn't install when you click install game
>>
>>2196574
>FUCK! The players keep criticizing the newest version of our game, the one we spent like 5 fucking years making!
>IDEA! What if we make it opt-in?
>Oh come the fuck on nobody is that stupid, nobody would say that its just some...Beta that's 5 fucking years in the making! It's just our newest build Lemmy
>Do it, lets see what happens! The dumbass goycattle don't work off of reality they work off of words!
And then it proceeded to work exactly as expected due to retarded people and the game was immune to criticism forever!
>>
>>2196579
Except this is how the game was always developed; when B40 was the main version of the game and B41 was in development, it was also an opt in beta. You're allowed to criticize B42 but you keep insisting like a retard that it's the current patch. It's not. It's the early access beta test for the next patch which still isn't out yet and probably won't be out for another year because lemmy is a grifting fag. You're outing yourself as a newnigger right now.
>>
>>2196600
>You can only criticize B42 in 5 years when B43 is out! CHUD!
Lol
>>
>>2196606
I literally just said you can criticize B42 (I have multiple times in this thread) I just want you to stop being retarded by calling it the current patch when it isn't
Take your meds.
>>
>>2196613
>B42 isn't the current patch
This is your brain on drugs.
>>
>>2196413
>The US military currently is researching on how it can powderize burnt food and raw eggs, to drop over cities for mass-killing events.
I'm pretty sure that's what caused the infection, actually.
>>
>>2196707
Yes, correct, B42's beta is early access. It WILL BE the patch after it enters stable release. You'll know when this happens because when you click Install Game, it will install B42 instead of B41. Hope that helps :)
>>
2196742
B8ing in 2026
>>
old interview with RJ about the game. its in french though
https://www.youtube.com/watch?v=MMWlIdP7rUs
>>
>>2196749
That's not an argument. Try again but this time do it without crying.
>>
>>2196569
based trvthnuker
>>
>Project Zomboid hasnt gotten an update in 7 years
grim
>>
>>2196388
The missed opportunities when it comes to meta and random events is staggering. The game is 13 years old and we have:
>helicopter event that barely makes logical sense to even occur ONCE, this is the only major event that can really do something if you get caught out by it
>random gunshots triggering some migration
>zombies triggering house alarms (not even a default setting for some reason)
>a fox that eats chickens occasionally
And that's it. 13 years.
>>
>>2197073
There's a lot of meta events, but most of them are subtle or basically just easter eggs, and you have to enable most of them in the server settings by hand. E.g. you can actually encounter Jason Vorhees ... sort of. It's just a zombie with a unique outfit.
Honestly most of the meta events (survivor wrecks, survivor homes and annotated maps, dead survivors, et. al.) seem like they should just be enabled by default. Others seem like complete "why the fuck would I ever want that?" like being randomly attacked by zombies when you sleep.
The helicopter event is also pretty cool as an easter egg from the scene in Dead Rising's intro where Frank takes a bunch of pictures from his helicopter without trying to help anyone. I wish there were other "big" meta events though, for example an acid rain meta event would be neat. Other anons have mentioned it but Week One adds a lot of cool meta events too, like bombing runs from the military and a nuke + nuclear fallout
>>
>>2197073
Always turn meta-situations to as high as you can.
The game is way more fun when you actually encounter campers, military enclaves, raiders, armored zombies, jason, etc.
>>
>Oh shit, oh fuck! Not the DREADED HELICOPTER EVEN!
>In the middle of the fucking woods
>Not a single zombie showed up because the areas around me were cleared a week ago
>Helicopter is programmed to never show up again
Why are predditors so afraid of the helicopter? Are they afraid it'll lure zombies to their retarded Sims 2 constructed house?
I set the damned thing to show up 'sometimes' because showing up once is a joke.
>>
>>2197153
>I set the damned thing to show up 'sometimes' because showing up once is a joke.
Mechanically, yeah, its a good idea to have it set to sometimes for some minor added challenge. But logically why is there a chopper coming back week after week, month after month into the apocalypse, to just watch a single survivor?
>>
>>2197190
We don't ever see the chopper.
Lore-wise you could excuse it easily.
First one is a news helicopter, trying to find out what's going on in the zone.
Second one is a military scout chopper.
From then on, it's rare survivor choppers or glowie enclave choppers.
>>
>>2197190
>>
Dread dawn is a piece of shit but it made me realize that zomboid would truly be a much better and probably a more complete game if they stuck to their original vision and based the game around scenarios with lightly scripted events and NPCs.
>>
>>2197193
Okay, so I buy all that, but then after 13 years where is at least the bare bones couple of NPC survivor/glowie/bandit/military scripted encounters a fucking retard should have been able to add to the game by now. Where is some kind of basic ass narrative told over local survivor and military radio stations and broadcasts past 2 weeks? Why are the devs like this.
>>
File: file.jpg (43.6 KB)
43.6 KB
43.6 KB JPG
>>2197102
>campers, military enclaves, raiders
>>
>>2197153
People afraid of the helicopter generally are in areas with big zombie populations and don't want to have them swarming around near their home, prefab or constructed. This is especially true in the current unstable build due to muscle strain making it harder to fight more than like a dozen zombies before needing a break.
I have it set to sometimes and then once I hit max erosion (90 days) I turn it off in sandbox settings with the change settings mod. I also play with 1 hour days.
>>
>>2197681
They don't exist as npc's, just "aftermaths" if that makes sense, is what I assume he's talking about.
https://pzwiki.net/wiki/Metagame
Scroll down to "stories"
Another example of these meta events are finding recently deceased survivors who committed suicide, netting you their firearm
Like anons said before, the game is way more fun with them cranked as high as possible. I also recommend randomizing your zombies as much as possible.
>>
>>2197850
>They don't exist as npc's, just "aftermaths" if that makes sense, is what I assume he's talking about.
I'm aware of that, but the way it was portrayed made his claim seem as if there was something more interesting going on than just vaguely themed detritus.
>>
>>2197923
They often add revised locations and overworld sites (like camping sites that otherwise wouldn't be there, wrecks on the road, destroyed military mini checkpoints, etc.) in addition to the themed zombies or loot corpses. It adds some needed life and flavor to the overworld imo
It'd be neat if when we get official npc support that we get more meta events for them. I'm surprised we only have 1 meta event for the animals that got added last year.
>>
>Week One Bandits
>Go to the Rosewood Complex early
>Bizarrely, the military doesn't attack me, maybe because I selected Veteran as my class? Idk
>Anyway I just walked around the upper complex, found some keys (lucky!!) and then went downstairs and turned off the nuke
>Decided to live there for the first week since there's tons of supplies and plenty of friendly npc's
>The fucking police attack us on day 4 trying to break into the facility
>Fight them off, I eat a bullet to the groin and get some other injuries that miraculously does not kill me thanks to the medical supplies on hand
>Wipe out five patrols cars and two swat teams worth of cops
>Day 5, zombies appear
>Only a few though in the parking lot, but the upper building is so fucked I just retreat downstairs to sleep it off and heal
>spent day 6 resupplying, go back topside
>eerily quiet
>it was a fucking slaughterhouse, zombies everywhere, the place was completely overrun
>retreat back downstairs, lock the doors behind me
I'm so fucked once power and food runs out. There's plenty of ammo down here so my plan is to basically carry some ammo and weapon piles to the two main stairways back to the top to create caches I can fall back to when I run out of the stuff I can actually carry on my person.
>>
File: W1 Chaos.png (3.6 MB)
3.6 MB
3.6 MB PNG
>>2198066
>W1 banditos
I love that mod. Even though the quest is cool I usually turn off the nuke in sandbox settings and set the timer to 3 days though because I find it more fun to spend a day preparing before things go to shit and watching society break down
>>
>>2197681
Look I know they aren't the most interesting thing in gaming history but they're more interesting than what Zomboid has to offer usually.
Same shit with survivor homes, you COULD leave it on default settings and have a good chance of entire towns not having a single fucking one spawn. Because THAT is fun, right?
Or you could tune that bitch up and have a few spawn in each town, way more entertaining.
>>
File: W1 Chaos.jpg (2.8 MB)
2.8 MB
2.8 MB JPG
>>2198277
Oh, wrong attachment, my bad, I made that one first but it was too crunchy to fit the 4mb limit
>>
>>2198281
See my response >>2197923, I was misunderstanding the implication. You don't have to sell me on changing settings, I already change so many (or at least used to when I still played) that most people would probably pull out the "you didn't beat the game" etc
>>
>>2198289
You'd be surprised on how many weirdos play on default apocalypse and then wonder why the game feels like dogshit.
Even with tweaked settings it's merely refined dogshit, yet somehow the retarded developers don't understand this is a problem.
>>
>>2198291
>Even with tweaked settings it's merely refined dogshit
This is pretty much why I stopped playing and just chill here to see if stuff ever changes. Even with highly altered settings I just wasn't enjoying the game.
>>
>>2198282
>this is not happening right now
"Well THAT just happened."
>gets swarmed and eaten by zombies
yjk she voted for clinton
>>
>>2198291
>>2198310
You basically have to mod in any fixes you can't do by hand with the settings and options menues
Want to have zombified wildlife that can attack you? Mod. Want more variety in zombies? Mod. Want more variety in firearms? Mod. Want firearm and melee weapon attachments? Mod. Want to fix the game's XP tables and the reading mechanic? Mod. Want to know what traits and stats actually do? Mod. Want moodles to look and feel good and responsive? Mod. Want basic fucking armor layer functionality (e.g. wearing a gasmask with a balaclava)? Mod. Want more variety and functionality in vehicles? Helicopters? Mod(s). Want more variety in both player and zombie outfits, hair, and faces? Mod(s). Want to have hostile and friendly human survivors populating the world to compete with and add a variable layer of challenge (e.g. oh no my favorite looting spot is now taken over by npc's what do?) Mod. Want meta events that matter and are engaging? Mod(s). Want your fucking profession to matter by determining your starting gear? Mod. Want the ability to preserve food in jars like grammy used to do? Mod.
I could go on actually forever.
>>
>>2198341
Zombified wildlife is sort of a crappy zombie lore choice.
The whole scary element of zombies is the human form without any humanity.
A zombie dog is the same as a dog with rabies really, besides wouldn't zombie-wildlife be all slow and fucked up like regular zombies?
>>
>>2198345
...the regular zombies aren't slow and fucked up though. You can make them that way in settings I guess, but they're not by default. I like having my zombies set to random so some are slow, some are fast, some are normal, some are strong, some are weak, some have a lot of hp, some are fragile, etc.
And no, not really. Getting eaten alive by a zombified doe and her children is bizarre and frightening in and of itself. Or having your jugular torn out by a zombified goose. From a gameplay perspective the appeal is in removing the "safe zone" of innawoods areas, potentially making animals found in trailers already infected a trade off for being able to find pre-ready healthy livestock and providing an incentive for players to take care of the situation promptly, adding additional functionality to trailers in being able to guard your healthy livestock in a pinch, giving you a reason to meaningfully make fences and defenses for your farm to stop your livestock from getting sick and zombifying, et. al. a bunch of mechanical depth. It also adds the spice of life to woodland combat and rewards you for clearing out infected animals so you can hunt fresh game.
https://youtu.be/85J78EXec-E
>>
Uhm actually chuds but the game clearly says THIS IS HOW YOU DIED so the game shouldn't have any actual goals or things to do.
What do you mean the game started with the premise that we'd play a named character along various situations and there was supposed to be an obvious end point?
S-Shut the fuck up okay! I joined the community in build 40!
THERE WAS NEVER A GUY CALLED BALDSPOT OR A LADY NAMED KATE!
>>
>>2198380
Regular zombies by definition are slow, not my fault Romero made the rules.
>>
>>2198381
It was the right financial move to focus on the multiplayer experience, but it really is hard newfag cope that the game still hasn't delivered on most of its base premises yet
even no man's shart eventually got there
>>
>>2198406
They're trying to make the game console-compatible, the UI is going to get significantly worse just so they can make some more bucks lmao.
>>
>>2198414
There's no way it can get worse, and making it console compatible frankly would help because that means reducing the number of menus and clickthroughs you have to do to perform basic tasks
consolification only hurts games that don't have bloated UI's but do have mechanical depth. All of zomboid's mechanical depth comes from menu management and macros.
If they somehow fuck it up I'll genuinely be impressed.
>>
>>2198277
>>2198282
I just watched a guy succumb to his wounds and turn right in front of me behind this barred gun store door. It was high kino.
>>
>>2197611
>refuses to work on own game
>refuses to make game open source
>>
>>2198441
No no you don't understand, instead of the intuitive context menus they're ALL going to require extra clicks to make it work on console, everything will have to be hyper specific.
That's the direction they are going.
>>
>>2198506
>>
>>2198511
You have to understand that with a mouse and keyboard you can pretty easily right click something, scoot to any item of a list arbitrarily long, and select it.
You can't do that on console you have to select items one after another.
So they're removing m+kb controls and switching to hyperspecific ones for consoles.
>>
>>2192456
this is modded right? i dont remember all this shit the last time i played.
>>
>>2198516
But that's retarded, why wouldn't they just optimize the ui with the ability to switch between kb+m if you want to?
>>
>18 days alive
>basically only cleared one neighborhood in muldraugh so far
this is going to take a long time
>>
I don't totally understand zombie spawning mechanics. Do helicopters spawn more zombies? Is "migration" just them spawning or do ones spawned nearby just move in a certain direction? Can the world run out? If you stay in one spot forever will all the zombies make their way to you?
>>
>>2198543
The helicopter event draws any zombie in a 100 tile radius towards your character for its duration if you get spotted by it. Migration moves zombies between several tiles. The game can only handle up to 500 zombies at once, so what it does is only load zombies actually in the same cell as you. Zombies that aren't in your cell are simulated to a degree and redistributed as needed. The total number of zombies being simulated and "real spawned" can also be artifically capped by your zombie pop settings.
>>
>>2198567
So by default can the game run out of zombies or do more appear?
>>
>>2198608
Zombies respawn, the respawn rate is set in your sandbox settings.
>>
>>2198617
thanks
>>
The idea that just a single zombie or a couple of them can do real structural damage to something like a wall made of logs is actually retarded. That doesn't make any sense whatsoever. Now if it's like 10+ zombies all banging on the same wall or chainlink fence? Yeah it would make sense that their combined weight would eventually become a problem if given the time.
>>
>>2198538
Because having two UI setups is way more effort and TIS are lazy as fuck? We're getting a console release next year or when B43 launches.
>>
>>2198543
>I don't totally understand zombie spawning mechanics
Zombies only ever 'spawn' in two ways
1: Respawn, where cells repopulate X% every X hours according to your settings. These are only in cells you have not physically been at for a while
2: Pop peak over time. Zombies populate/fill cells you haven't been at until 28 days (or whatever setting), then no more are filled in.
Helicopter/meta events don't spawn zombies, they just attract them from other cells. Same with migration.
Once 500 zombies is reached, the game has a bad habit of thanos-snapping zombies instead of just keeping them invisible until needed. So you can 'depopulate' huge areas by luring in heaps of zombies.
>>
>>2198538
>>2198804
nta but i've used the controller mode before. It's actually not that bad. kb+m is going to still be in and the way to play, though.
>>
full sprinters low pop or random with % sprinters?
>>
>>2198834
No sprinters, they operate in a way that's not consistent with the game's mechanics and combat system.
>>
>>2198844
Yeah they would need to add like a full blown proper physics system where they can block each other, trip over each other, trip over things on the floor etc
>>
>>2198844
Random sprinters add some actual threat to the hordes though. It happened so many times on my default 1% sprinter settings that a single sprinter would somehow sneak up and kill me while I was occupied shooting a horde.
Full sprinters I'm more skeptical of, it makes gunplay very difficult and you can't melee more than a couple at once so you pretty much have to do lower pop. Kinda turns the game into a full on horror game but then you can't really fight or do much of anything.
>>
>>2198834
I do normal pops with random sprinters/crawlers and random stats
>>
>>2198850
I liked the lone sprinter threat as a concept but i found in practice it ends up feeling unfair due to just how short of time you have to react in non ideal scenarios
That mod to make them slower (somewhere between f. sham and sprinter, why isnt this a seperate zombie class in vanilla?) makes it alot more fair while still keeping them a threat
>>
>>2198925
Use a nimble trait. Nimble helps you to turn around quick enough. Even when dissasembling or whatever. There are different speed settings for sprinters. Some can even outrun your own sprint button(not jog) whe below running lvl 1 or 2.
The most dangerous thing they do is pushing a shambler towards you.
>>
>>2199035
You can't change sprinter their run speed in the settings. But sprinters do have variants.
>>
>>2198850
Try low overall population, like less than 10% with maybe 10% of those being sprinters. The game will be much slower overall but I feel it allows for the complacency to creep in so that encountering a zombie is still a noteworthy moment
>>
>>2199401
With .1 population I think you can go for like 50% sprinters at least, or even all sprinters.
>>
>>2199438
Yea that's true. It also benefits from making the zombies individually stronger and more intelligent, though I would never give them the ability to open doors that breaks the zombie illusion and then just turns them into stupid vampires rather than smart zombies.
>>
>dance party at the knox event line
>this one military officer is getting grinded on by three college girls and a single mom
>me, an intellectual, in the corner reading
>they don't know
By the way, I like that slayer apparently programmed these npc's to fucking turn the light off if you turn it on while they're getting crunk
>>
>Zomboid community is now asking for Rimworld-esque permanent injuries/scars
Good god no, imagine taking a brisk stroll through the woods and being stuck with a permanent limp because a blackberry bush scratched your leg.
>>
New patch notes leaked for next minor patch
-Cooking skill now determines food sickness chance for the following items: meats, eggs, mushrooms (herbalist removes this chance), fish, and canned goods (botulism)
-Approximate skill to remove food sickness chances entirely is level 7
>>
>>2200248
they also get pissed at you and threaten you if you turn off their radio jej
>>2200258
It would make CDDA basically impossible
>>
The player being able to put on 3 fucking kilograms a day seems sort of bullshit.
Even gaining a single kilogram a day seems like quite a bit.
>>
>>2200263
I'm not even if this is bait at this point, because it sounds like just the type of thing they'd waste time doing instead of fixing MP bugs and cleaning up the crafting systems.
>>
>>2200270
Maybe if they modeled water retention, lmao. Hope Lemmy isn't reading this.
>>
>>2200452
Apparently according to the discord they wanted cooking as a skill to be more useful, so now various food types can give food poisoning despite not being rotten. Stale increases this chance.
And yes it is lethal with weak stomach.
>>
>>2200473
>>2200452
Lemmy got mad because we said weak stomach is free points, because it is on b42.13 and has been for the better part of 6 years
>>
There seems to be no mod in B42 to tweak rarity of specific loot, and since I figured it should be rather easy to actually whip something like that up myself (at least hardcoding something for a few items, just for my own use) I got to looking at the lootdistributions you need to mess with.
I get that for example the sledgehammer is essentially a magic tool in this game, which maybe warrants at least a little more rarity from a mechanical standpoint. But looking at the default values you just have to wonder what the fuck they were thinking, like I knew they were rare since in a few hundred hours play time I very rarely see them. I looked at all the distributions that feature the sledgehammer, and its never more than 0.1, an order of magnitude lower than the next most rare item on any of these distributions, but on most distributions its actually 0.01. Never mind "muh realism" as such, but since many things in the game have lets say a realistic flavor, it makes fucking zero sense for something like sledgehammers and machetes to be this absurdly rare, tools you'd surely find in any hardware store or supermarket or tool shed in the 90's.
>>
>>2200532
If they truly wanted to do their turbo-autism 'MUH REALISMS!' mode, they could just send some nobody to the actual city of muldraugh and survey the tool proportions people have.
But no, lets make axes and pitchforks rarer than gold in 1993 rural America.
>>
Why does the game outright just have no fucking craftable alternatives to end-tier loot?
No way to duct tape a torch to a helmet?
No way to tailor webbing for chest storage slots?
No way to make a bag as good as the ALICE backpack?
No way to make attachments for the ALICE system???
If I had fuck-all else to do and a warehouse of various power tools and a generator.
I am making a fucking aluminum backpack frame and stitching a bag that'd work well.
Our retarded character can only build out of wood like a fucking ape though.
>>
>>2200532
The roadworker event / potholes sledges used to be quite common. Not sure if it's still the case in b42 though. Maybe they added more road events which makes it more rare.
>>
>>2200619
On default settings I seldom see road stories. Obviously I could just crank tool loot up in sandbox, or road stories to maximum, but I don't want the entire game filled with tools (I'd have something like 10 or 100 hatchets for every sledgehammer, lmao) or every block to have a pothole and police blockade, that's about as retarded as sledgehammers, machetes and axes being as rare as they are.
Its obviously a touchy thing that they're incredibly opinionated about (more so than anything else), or they'd put a separate setting for this in the sandbox already.
>>
entire games have been made in weeks from the ground up
zomboid takes years for a single update on an established framework

let that sink in
>>
>>2200644
>We spent the last 4 years upgrading the engine to handle higher buildings!
Oh great, how many of those are in the game?
>Oh a handful in the town which most people never explore of course!
Oh...Well at least there's cool stuff in them right?
>Lol no just some office supplies, staplers, stuff like that...Maybe apartments but any house has that loot too
Oh...
>>
>>2186471
my pz char would have sex with your pz char
how did you make her attractive
>>
>>2186472
smoker is not worth it in b42 esp. not for 2 fucking points
>make it MORE annoying
>gives LESS points
yeah maybe it was "free" points before but now it's pain for almost nothing.
>>
PZ has really cool music. it's very atmospheric and fits the setting well with it's instrumentation.
>>
>>2200617
bad game design to make end-game loot craftable
that was CDDA (the game, not the PZ mode) mistake for a long time, survival gear was craftable and better than anything. made a whole category of loot irrelevant.
though i agree the crafting system needs more stuff. btw there is a lootable rig with chest slots in b42, i know you want craftable but hey.
>>
PeeZee
>>
>>2200889
/pzg/
>>
Imagine if PZ had NPCs
>>
So in the Week One mod only the towns get nuked? If I'm innawoods somewhere would I survive the bombs and fallout?
>>
Game needs cryptids.
>>
>>2201407
Modders haven't modded those in yet?
>>
>>2200532
>>2200641
>Default Apocalypse
This is your problem. You need to most meta events like road stories and zone stories etc. to max because that's the actual balanced zomboid experience. There are now enough meta events in these categories that you're not going to be swarming with hundreds of hatchets or potholes. The game's loot table is not designed for you to organically loot a bunch of key tools and components but instead to discover them from "meta stories".
>>2200617
Because then you'd have little reason to loot anything but crafting materials and ways to learn crafting recipes or accelerate your crafting skill. Why plot and execute a careful plan to infiltrate an infested gun store or military camp like the exclusion zone for end-game loot when you can craft superior alternatives with time and elbow grease?
>>
>>2200647
At least the week one mod takes advantage of it with alternate game modes, like The Tower where you start at the top of a skyscraper and have to somehow make your way down to escape.
>>
>>2201368
I've never tried but that's my understanding. It's always been easier for me to just go into a basement instead. Ironically if you could make it into the rosewood military facility without being gunned down like a dog it's the best place to hunker down and wait for the fallout to disperse or grab a hazmat suit if you want to go out ASAP.
>>2201407
>>2201455
They haven't really, no, though B41 had a mod that let you "reskin" zombies and there were mods to give zombies models from different series like Resident Evil, Silent Hill, or Dead Space, PZ's always been very restrictive about adding different kinds of enemies to the game. B42 has a little more progress on that front with the inclusion of wildlife though, so I figure we might get something like that for B42 stable.
>>
>>
>>2201407
Cool for mods but I absolutely don't want the game to become a generic survival horror slop. Just zombies and lots of them. They should keep refining the engine until they can have like 3000 of those things on screen. that's the shit that gets the game views on youtube anyway. no one cares about the loot game; show us the hyuge z horde.
>>
>>2200886
>bad game design to make end-game loot craftable
Not really, especially when it's RNG dependent and the intention is characters who are actually human.
90 IQ niggers? Sure they can't make good stuff.
Actual humans? They make good stuff.
>>
>>2201557
>Why plot and execute a careful plan to infiltrate an infested gun store or military camp like the exclusion zone for end-game loot
Because they don't actually have the end-tier loot due to RNG fucking you over.
>>
>>2201773
I think if there were very rare events out in the woods it would be neat. Even if just a bigfoot shout that has like a 1/1000 chance to happen. Maybe something that could appear looking at you but as soon as you see it it runs really fast away. It's just a very ripe setting for it. Maybe I just have a strong imagination but every time I go outside in my somewhat rural place I think about looking over my shoulder and seeing some figure before it scurries off into the trees.
>>
>>2200858
One of the few things done well with the game imo. I listen to it when playing 7D2D.
>>
>>2202024
It sounds like good horror immersion but I'm not convinced they can make it work, though spoopy sounds in the woods would be atmospheric and cool.
>>
About to play this game for the first time with a friend.
Any tips for newcomers? I don't need meta advice, just tips on how to not suck shit.
>>
>>2202176
avoid fighting zombies if you can. dive through houses and break line of sight to lose pursuers.
don't carry too much. find a bag asap. if you see a zombie with one, try to kite it to you.
>>
>>2202024
Just make more meta events. Like one day you wake up and it's extremely foggy and you open the door to your base to see like 20 deer staring at your base, then they turn and run away into the forest.
>>
>>2201978
Except that they do?? I play with scarcity and those places usually have at least one ALICE harness, powerful guns, ammo and body armor
>>2202176
Probably the most important thing to know is to fight your instincts to loot. Inventory space is very limited in this game despite you needing quite a lot, often on the fly, and you'll be baited pretty often with wanting to carry everything you can only to get dragged down by zombies and murdered by your own greed. Also, guns kind of suck ass compared to melee weapons unless you change your sandbox settings to reduce their noise level to something reasonable (I like playing on firearm noise 1.0, the default is 2.0). I also play with jamming re-enabled. It used to be a default feature but is now toggled off by default in B42. Speaking of, are you playing B41 or B42? That'd also significantly change some barebones advice. B42 has to be enabled by opting into it in the steam beta branch, so if you're not sure, if you didn't do that you're playing B41.
My other piece of advice is to turn up all the meta events in the sandbox options. They're basically environmental storytelling instances that populate the world, the game gets kind of boring without them, and by default most of them are turned off and the ones that aren't are set to barely ever happen. One more thing: muscle strain is deadly if you're playing B42. It's not a feature in B41, but in B42 swinging weapons or shooting guns or performing exhaustive actions like running or vaulting or climbing etc. strains parts of your body. Minor strain doesn't debuff you much and is basically just a warning to slow down and rest if you can. Muscle Strain is a powerful debuff that slows you down, reduces your attack speed power and pushback, and can even lower your carry weight. If you get afflicted with it in the middle of fighting zombies there's a good chance you'll just eat shit and die.
>>
>>2201557
I actually tried a game with them cranked up last night (road stories to second highest setting) and its pretty much like you say, it didn't feel convoluted or like it was the same story over and over. In fact I'd say it increases immersion too, because more wrecks and accidents on the roads make it actually feel like an apocalypse went down.
>>
>>2202176
I'd do the following: turn off infection or saliva only, 2x global XP, population no higher than normal (low if you want to have a bit more of a chill experience), migration off, respawn off, set muscle strain to like 0.2 or 0.3 max or just turn it off. Enable zombies triggering alarms, crank up zone/road stories. Helicopter to sometimes. If you're feeling spicy you may want to try setting zombies to random and have like 1% chance of sprinters.
This might sound like a total meme answer for a new player, but the default settings are just that bad.
>>
>>2202493
NTA but I'm curious, with migration off do meta events still move them around? I assume they would
>>
>>2202149
>>2202024
Instead of just another random meta event that basically would amount to just playing spoopy sound, an entire scenario involving some kind of cryptid or glowie project run amok in an isolated location might be cool. Apart from pure meme purposes, people never go to places like Sunderland Hills Sanatorium or even Rosewood Prison, yet those places would be perfect to have something like a zone story involving a bunch of glowies having unleashed some eldritch horror inside, or just a cryptid taking up residence in the heart of the place. To make it compelling to actually want to do you'd have to give those things some interesting piece of loot, which I'm not sure what it logically could be. If the game had even the most rudimentary quest system, like talking to survivors over short wave and having them give you simple missions, then you could obviously have a chain of missions that eventually had you clearing out a place like that for some kind of reward (with the logic being that you dead drop some proof of kill, and they dead drop you a reward somewhere).
>>
>>2202501
I think those meta events are just for a single map cell, so I'd also assume so.
>>
>hand deep wound infection suddenly goes from doing nothing to draining my health so fast that I die from full health in half an in-game hour
>>
File: Help.jpg (597.5 KB)
597.5 KB
597.5 KB JPG
A relentless deluge of bandits attacked us on the fifth day. I'm not kidding when I say we were fighting all day and night. I got shot to shit and by the afternoon was able to walk around, there's only a handful of survivors left here.
Hopefully all these bodies will stay dead. I have the re-animation mod enabled too..
>>
>>2202566
Maybe a little exaggerated in game but sepsis is nothing to fuck around with. Honestly the kind of realism I don't mind.
>>
>>2198441
anon these fucking developers can't design an UI even if their life depends on it
look at the new crafting menu
>>
this is how you died
>>
>>2202633
>table made out of cardboard
do they really?
>>
>>2202566
Did you enable the infection does damage setting?
>>
i wish PZ walls were decent, if you put up a wall made of lumber it should take more than one zombie to tear it down, zombies are not exactly durable, the player can mow them down.
also it should be dirt-simple, like level 1 masonry to stack bricks/cinderblocks/stone without mortar to make a freestanding wall. level 2 to mortar that bitch.
a brick building should be impervious to zombies. go try to punch a brick wall, see how well that works for you.
a thousand hours in this game and i've never put up a metal barricade because it simply requires too much effort to do before i die or get terminally bored.
>>
how hard is it to hit aiming 10 without taking aiming in character creation
>>
>>2203181
Fairly fast until like level 5 or 7 after which it becomes incredibly slow because the devs put like a 80% xp reduction modifier specifically on aiming skill after that level.
None of this is ofcourse mentioned in the wiki or anywhere convenient and the only people talking about aim leveling online are people with less than five hours of playtime with boomer-tier advice.
You will genuinely kill hundreds of thousands of zombies before reaching level 10 even with boosted XP so its not worth it but you will hit "decent" levels fast so taking aiming at character creation isnt necessary if you plan to survive long.
>>
>>
>>2203088
Gotta either toggle zombies can damage player construction or if you want it on, reduce the damage they do boyo
>>
>>2203678
Yes, actually it is reasonable, who the fuck would be riding a bicycle in rough uneven terrain completely exposing themselves in the process. Especially in settings where DIY energy would make it completely retarded to do that over refurbishing a car of some sort. Even a drawn carriage would be more beneficial than a bicycle.
Unless you're going full kooky like dead rising where you can skateboard through a crowd of zombies and do a trick.
>>
>>2203209
I was doing quite a bit of shooting on a run with some friends today, and something occurred to me with the new aiming system. What does aiming skill even fucking do now? I couldn't really tell a difference from starting with 2 and hitting 6. You still have to aim at the heads to get a guaranteed killshot. Even beta blockers don't seem to do that much.
With melee skills I notice a rather huge difference going up to 5-6 even, like that's where I start going into one tap on crit territory.
>>
>>2202633
i have that same mechanical keyboard. it's pretty nice, my first mechanical.
>>
>>2203706
No, it isn't reasonable you giant fucking retard. Maybe you're American and don't understand the concept of transportation that isn't a motorized vehicle, but in the rest of the world people use bicycles a lot. Shitty terrain is no excuse either.
https://www.youtube.com/watch?v=cZk2jV5gJbM
>>
>>2203775
This is why I dislike the new aiming system personally as opposed to what was used in B41. Basically Lemmy didn't understand, at all, why guns felt so bad to use so he just took away all of the "downsides" (the interesting parts) of using them while not changing the thing that still makes them fucking dogshit: the noise multiplier. By default it's still 2x which will draw basically the entire city to your location, which is retarded. He also removed the jam chance, though you can toggle it back on.
Guns are easier than ever to use and in real terms of combat really effective at killing zombies, but they still aren't worth using without tweaking the sandbox settings to make them quieter. ...at which point they become incredibly boring and overpowered unless you revert all the other changes in the sandbox settings also.
>>
>>2203781
Ah yes, pip pip cheerio let me bike 12 miles at maybe 4 MPH through several zombie hoards, picrel terrain except even shittier and pray I don't get bumped and fall over into radioactive sludge or get shot or that a zombie doesn't get in my way or try to grab me off my bike or any of the other million reasons why it isnt reasonable to expect to have a bicycle in a post apocalypse set in the USA you brain dead yuro rat
>>
I am modphobic. will changing ammo from rare to normal make the game a joke? I just want to be a gun focused character
>>
>>2203781
>bong thinks this is what americans mean when they talk about terrible biking terrain
>also comparing recreational biking to trying to bike across the wastes
Well shucks nigel, someone should've told mad max that. Actually now that I think about it, wasn't there some faggot who did try to use a bicycle only to get btfo because of it?
>>2203794
potholes build character.
>>2203796
If it were me I'd just go raid the military checkpoint in bridgewhatever, you should get plenty of ammo and guns there on rare loot
>>
>>2203706
I spend 90% of my time traveling in project zomboid on roads or sidewalks, default zombies can barely catch a shuffling geriatric lady.
If I wasn't chronically addicted to collecting so much garbage and carrying an arsenal of ammunition at all times I'd rather just use a bike. It would still be massively convenient to just grab an abandoned bike if I'm ever separated from my working car.
Bicycles would always be very useful for traversing long distances using roads and sidewalks, evading shuffling zombies would be trivial and it would still allow you to easily outpace running zombies. Most post apocalyptic media I see has the characters spend prolonged periods of time traversing urban environments or roadways.
>>
>>2203810
I already conceded gameplay abstractions if you read the last part of my post:
>Unless you're going full kooky like dead rising where you can skateboard through a crowd of zombies and do a trick.
Which is what you're describing would be. But that's not what anon was talking about. He was talking about muh realism and that it's immersion breaking not to have bikes in post apocalyptic games and movies, which is why I pointed out that if the reason it bothers him is for immersive purposes then he's a retard because there's no reason to have a bike in day of the dead or fallout.
>>
>>2203810
maybe if you play on baby bitch game journo zombo pops and don't toggle on world erosion and with shamblers only that'd be correct lol
>>
>>2203823
>because there's no reason to have a bike in day of the dead or fallout
The obvious reason would be traversing a long stretch of roadway.
>but it leaves you exposed
Walking on foot leaves you exposed, at least a bicycle makes you faster.
>>
>>2203803
Believe it or not you can cycle through the odd pothole or cracked concrete. Obviously there could be places in a post-apocalyptic landscape so filled with debris a bike wouldn't be viable but then neither would any other method of transportation including your fat ass carrying car. I'm pretty sure at this point you've physically never been on a bike. Grim.
>>
The IJA had literal divisions of men traversing the shitty backroads of 1940's south east asia with bicycles just fine. A bicycle is good as long as you have a path of any kind.
>>
>>2203873
my fat ass car would be much more capable of going through those potholes than your bike though
and unlike you i actually biked a lot as a hobby when i was a teenager growing up in rural virginia
potholes are not rare in the south by the way. i like how eurocucks seethe relentlessly when geographic differences make their solutions to certain problems unrealistic
>>
>>2203841
Yeah but on foot you wouldn't get knocked over easily by all the shit in the road or a zombie jumping in front of you, spill all your spaghetti and then get pounced on and eaten and you'd have a bunch of superior forms of transportation instead of biking. If you want it in a game for gameplay purposes that's fine, but please don't try to use muh realism arguments. It'd be retarded and no one would do it, not with there being over 300 million cars, trucks, etc. in the US not counting military vehicles that'd wind up abandoned or "antique" (for classification purposes) cars produced before 1980.
>>
>>2203979
The speed a bike grants you allows you to just not be in situations where zombies present a threat to you in the first place.
You do not need to fuel a bicycle.
Bicycles do not have the significant sound profile of an internal combustion engine.
Maintaining a bicycle is less difficult than maintaining a car.
Bikes are small enough to frequently navigate pileups of abandoned cars or narrow alleys.
In situations where traveling on foot is absolutely necessary you can just pick up your bike and carry it with you pretty easily.
People use them now, they have used them for hundreds of years, there is no reason people would not continue to use them.
>>
>>2204016
>The speed a bike grants you allows you to just not be in situations where zombies present a threat to you in the first place.
You know except the fact they're everywhere you're trying to go, on all the roads, in all the biking paths and trails, and the fact you can't carry much with you on your bike wthout significantly damaging your balance. Good luck navigating that narrow alleyway with zombies pawing at you through the windows. Oh, but you're right, I just forgot that scene from return of the living dead where the protagonists got on their bicycles and just biked past and around the zombies. Again, don't use muh realism arguments if you want them in a video game. It's a stupid argument you don't need to make, it was enough to say you just want it in the game so you don't have to hotwire a car or siphon gasoline.
>>
>>2204037
>on all the roads, in all the biking paths and trails
Why are hordes of zombies wandering roads miles away from anywhere people would have been or sound would have drawn them?
>and the fact you can't carry much with you on your bike wthout significantly damaging your balance
And yet people manage to do it. Not to mention most zombie apocalypse media has the characters not carrying enough that it would be an issue anyway.
>Good luck navigating that narrow alleyway with zombies pawing at you through the windows
Why are zombies just standing next to open windows posted up and ready to grab at someone that might pass by like extras in a haunted house?
It's absolutely deranged to assert literally nobody would use bicycles ever after an apocalypse because some magical phenomena just renders them unusable.
>>
forget bikes
https://steamcommunity.com/sharedfiles/filedetails/?id=3652776274
>>
>>2203841
>>2204016
i notice btw you never responded to me and pivoted to a different argumentation angle when i pointed out bikes in pz would be shit outside of game journo zombie settings
guess you mustve been pretty embarassed huh
>>
>>2204051
Riding a pig would be a really bad idea lmao.
First off it'd likely freak the fuck out, but more importantly they really aren't designed for load bearing.
People forget the reason we can ride horses so effectively is that we have basically eugenically bred horses into the horse equivalent of space marines over time.
>>
>>2204172
yeah i forgot this wasn't a videogame
>>
>>2204176
A videogame that's 'supposed' to adhere to real life logic/rules.
Except Lemmy had to fuck that part up by making rainwater more dangerous than ebola.
>>
>>2204172
>no fun allowed
>>
>>2204172
But I ride your wife every night?
>>
>>2204186
You can have her lmao.
>>
>Need calorie needs met
>Option 1: Ranching
All you have to do is use a trough for water, literal grass clippings that a scythe can collect by the hundreds, and right click a cow/chicken/etc every once in a while to get comical amounts of milk, butter and eggs
>Option 2: Farming
Need to right click countless fucking things every single fucking day, fertilize, plant in the right season, hope a zombie doesn't stomp your crops flat, etc...All for less calories
Can Lemmy please rebalance his retarded game?
>>
>>2204217
every single aspect of the game was designed and developed by a different person at a different time with a different briefing.
This is the impression I get on this game multiple mechanics not making any sense.
>>
>>2204221
It's just baffling to me that the game's mechanics can either be 'right click once a day' or 'right click a hundred times a day' with basically no rhyme or reason.
Some mechanics seem perfectly reasonable like fishing, until you get to Chum. Chum specifically requires sand for no fucking reason.
How can a mechanic be about 95% flawless but then have a massive turd sitting on top of it like that?
>>
>>2204051
Based.
>>
File: Zombies.jpg (2 MB)
2 MB
2 MB JPG
The military sent reinforcements, more bandits came, and worst of all, I wasn't able to gather all the bodies to burn them. I got as many as I could, but in the end, pretty much everyone ate shit and now I have to figure out how to get back to the gated off louisville houses nearby and hunker down.
>>
>>2204269
It's amazing how many people say NPCs wouldnt do anything when Week 1 is so amateurish and weird yet still make Project Zomboid actually interesting.
>>
>>2204332
Right? Although, the fun basically starts towards the end of the week.
>>
>>2204332
Week 1 is fine as a standalone experience but it's still nothing like what Zomboid is supposed to actually be like.
And nobody wants NPC's roaming around which don't follow the rules the player does, imagine seeing some random woman beat the shit out of 30 zombies because she's resistant to the infection and can swing 2x as fast as a maxxed out player.
>>
>>2204395
What makes you think NPCS wouldn't follow the same rules as the player and would be running around mowing down entire hordes solo with a screwdriver?
>>
>>2204395
...???? Maybe this was true in older versions since I've only played the newest release, but that's not what happens
all of the npc's obey the same rules the player does, although you can alter that if you feel like it in the settings menu for the core module, bandits npc's to make them ridiculously strong or weak. I also think you're pretty much flatly incorrect about it not reflecting what Zomboid is "supposed" to be: it's the closest to realizing the original premise of Zomboid in the first place before Lemmy focused almost completely on the survival multiplayer aspect of the game.
>>
>>2204404
The development team and existing game mechanics?
You can't make AI follow the rules of the player when actual thinking humans can struggle to play the game.
You'll have NPC's walk into trees/bushes and get scratches on their juglars with no bandages in inventory.
You'll have NPC's run out of water because they forgot to grab a water bottle, dying when sipping some rainwater.
You'll have NPC's getting maxxed muscle fatigue and tiring themselves out in 10 minutes of swinging against functionally immortal zombies.
Etc.
>>
>>2204404
>>2204407
he's a retarded faggot confusing the week 1 mod with the old b41 npc mod which was basically just like that due to being so janky
>>
>>2204408
ok, and? if NPCS need water they'll try to raid your home alone trap base and they probably won't be actively simulated for shit like damage when not in your spawn radius.
>>
>>2204413
Oh great, just what we need, cheating NPC's.
>>
>>2204415
oh you're just arguing in bad faith, got it.
>>
>>2204408
>scratches
I've seen npc's do this and tear up their own shirt to cover the wound, if they're not a deluxe npc with a bag carrying a bandage or two. Most npc's spawn with a water bottle. I've also watched npc's retreat from zombies after getting too tired though their success rate is pretty variable. They can also be kind of goofy and dumb sometimes and run into walls they technically can't pass through like the chain link blockades lined with sandbags, get stuck, and then die.
>>2204415
...do you think the zombies don't cheat??? The npc's in Week 1 very closely simulate a player while still ultimately being an abstraction of one. They're npc's, functions of the world and game, just like zombies are, not direct analogues for other players.
>>
>>2204418
Zombies aren't humans and they don't have needs, nor do they care about bodily injury.
NPC's are supposed to be player characters running around controlled by AI.
>>
>>2204421
NPCs are supposed to be NPCs enhancing immersion and giving you shit to do and goals to do, if you want player characters running around you go to multiplayer.
>>
>>2204424
>Lemmy ITT justifying his future shitty design methods
>>
>>2204421
brudder multiplayer servers are already a thing. jesus christ, npc's are not meant to be other players, it wasn't even like that in the old npc scenarios from previous vanilla game builds, which were much closer to what week 1 is.
>>
>>2204425
Meds, now.
>>
>>2203209
>None of this is ofcourse mentioned in the wiki
https://pzwiki.net/wiki/Skill
>The aiming and reloading skills suffer an overall multiplier of 0.37037 upon a character reaching level 5 in the respective skill.
and in each skills specific page it says
>Note that at level 5 aiming and above, experience gains are reduced to ≈37%.
>>
File: Its Ogre.jpg (1.9 MB)
1.9 MB
1.9 MB JPG
>Zombies swarming the nearby town, tearing down all the gates and fences
>Come back intending to drive through
>The military cleaned up the checkpoint and reclaimed it, kino, though they bombed a few of the areas
>Take the time to cannibalize some of the cars for parts to repair mine with
>As soon as my vehicle is once again road worthy I barely swerve out of the way of a fucking plane crash that devestates the complex, kills most of the military and spews a bunch of fresh corpses everywhere
for FUCKS SAKE AIIIIIIIIEEEEEEE
>>
>roll down my pickup truck window and magdump a deer to death with an M9 as I drive alongside it and toss it in the bed
America lives on through me.
>>
>>2203940
>potholes are not rare in the south by the way. i like how eurocucks seethe relentlessly when geographic differences make their solutions to certain problems unrealistic
What is your point, that large swathes of the US is Africa/India tier for infrastructure? Okay, fine, but you can still use a bike and its still going to overall be a net energy saving compared to walking.
>>
>>2204404
Well, its TIS we're talking about. You think they can implement a Rimworld/DF tier NPC system? Be fucking real. At best they can accomplish what the Week 1 guys did, which actually wouldn't be bad, but personally I think Lemmy wouldn't do that since that would be admitting that he's wasted a good 5-6 years of dev time. A team of even half-decent devs could literally finish up B42 and implement a cleaner version of Week 1/Bandits in the base game before this year was over.
I honestly don't care at this point, I'd just like him to bite the bullet and implement Week 1, fucking literally copypaste that shit if needed, slap a 1.0 version number on the game and then let modders fix the rest of the game for you.
>>
>>2204395
>And nobody wants NPC's roaming around which don't follow the rules the player does, imagine seeing some random woman beat the shit out of 30 zombies because she's resistant to the infection and can swing 2x as fast as a maxxed out player.
that sounds awesome, i want to meet her and recruit her so we can clear LV
>>
>all this bitching
damn this nigga must be WILD at parties
ps you can totally carry shit with a bike
kill yourself and don't reply to me.
>>
>>2205155
no you don't understand the topography and infrastructure of the US is so special and fucked up its impossible
>>
>>2205202
It is simply the case that literally nobody in 1990's kentucky knew how to ride a bicycle, it being a blasted hellscape even before the apocalypse that made such a feat impossible anyway.
>>
I've been playing State of Decay 2 all week. It's really good for scratching that NPC itch
>>
>>2205155
>he really thinks he's getting this through a hoard of zombies, past pot holes every few seconds, car wrecks clogging up the road ways, biking up and down the mountainous slopes of kentucky terrain, etc.
the best part is how badly you're seething about it, bikecuck. next time you post try not to sound like you're crying lmfao
>>
>>2205967
Genuinely tried to like that game and just couldn't, idk why but it was just not satisfying at all, and I didn't really like any of the NPCs either.
>>
>>2206172
took a bit for it to click for me but sheriff leader type got the most interesting missions
>>
Was an anorexic stripper-turned murder machine.
Died on a book excursion to Lousiville U, because I did not realize the Scrap Metal Cleaver-Axe was a slow 2-hander when I made 4 of them.
Everything went downhill after that.
>>
>>2206434
>I did not realize that [demon's ultra great axe] was a slow 2 hander when I made 4 of them so i got raped to death by homeless meth addicts, sorry, "zombies"
>>
For a time, the reinforced military presence at the interstate complex had been comforting. Enough soldiers had poured in that the bandit raids were subdued even without the civilians getting involved and fighting too.
Their regular patrols made it feel like, even if something got in, everything'd be okay. I worked hard and dutifully dragged bodies over to a burn pit I'd dug - five in total - then of course, that faggot plane crashed in and obliterated the better half of the southern end of the base, destroying one of the watchtowers and several valuable caches of guns and ammo and medicine. Worse, all the victims both of the plane crash and the damage to the base turned into zombies and got back up to attack. Without any kind of gates or defenses we were overwhelmed, but still made progress. The extensive damage meant that instead of dragging bodies to burn pits, it was alright to just light them up right there and burn them all to death just like that. What really broke everyone's spirit, mine in particular, was what came next though: as soon as it felt like we had a grip on the zombie population, the military began to deliver air strikes despite the fact we were right there. Even the soldiers were getting caught up in the bombing runs. Whatever was left of the police detachment, all the first responders, and that whole line of traffic of people just waiting for their chance to leave was obliterated, just like that. Then, some of the soldiers started to turn - not like the sick, but rather, turning against us civilians. Sometimes a friendly soldier would fight back to protect us, but usually if they weren't attacking us, they weren't attacking their buddies either. And it's not like I could just shoot first, then all the soldiers would turn against me. So I did the only thing I could think of; after scavenging as much as I could from the airplane's wreckage for valuable alcohol and antibiotics and the dead soldiers for their equipment I got in my car and drove off
>>
>>2206805
There the civilians who'd been camped outside the gates were being overrun by the dead. The military didn't care, and after thinking about it, I decided that neither did I and continued south. The military reinforcements prior had allowed them to retake the fenced off town, where they culled the dead regularly with strong firing lines. Bombers ran overhead to deliver chemical weapons and explosives to help too. I stopped only briefly for water before packing up and leaving; unlike at the main complex, this place was holding strong despite the waves of undead and the soldiers weren't hostile at all. Still, I just couldn't trust them, so I continued south further still. Along the way I ran into several more smaller camps, most of them either facing fierce fighting between soldiers and civilians - bandits or victims, I didn't know - or much like the prior town, being occupied by soldiers culling the undead. I stopped where I could to tend to my wounds and to eat and drink where I could. East, now, towards the airport. I finally arrive at a complex just south of the airport, dead bodies littering the surroundings. I got out and slyly tugged open one of the windows, crawling through. It was a bloodbath, the entire warehouse was covered from front to back with corpses and the floor and walls were stained red with blood and gore. Repulsed, I still closed the window behind me and unlocked the gates at the front to bring in both my car and a humvee I found parked outside. Miraculously the key was on one of the bodies inside the warehouse, which I found when glancing over their belongings; a much better proposition than my beaten and hotwired SUV. I transferred everything I had in my car to the humvee while bombing raids were conducted on and around the base, obliterating most of the other structures. I prayed that I wouldn't be hit, given a big scare when the neighboring warehouse was bombed to shit right in front of me.
>>
>>2206805
>>2206806
After I got through the worst of it and had finished all my work, I made to go wash myself and my bandages at the sink. I shit you not, if I hadn't stopped to start taking my bandages off to prepare them all for the wash instead of doing that at the sink, I would have been killed by the bombing run that blew up the front of the warehouse, destroying my old vehicle and barely missing both me and my new humvee. The sink was destroyed too though, and I was forced to rebandage my wounds with dirty bandages.
That had been the last bombing run as morning came shortly after. There were still some friendly soldiers and civilians and even a few cops around, but the complex's facilities which I had hoped to take advantage of before continuing on my way towards the airport had been completely annihilated in the bombing run. Before I could even finish opening the road to head to the airport, gunfire erupted between a raiding party of bandits and the rest of the people occupying the complex. We fought back, but somehow all that fighting drew a herd of those zombies shambling in past the defenses that had been destroyed by the repeated airstrikes. By using the mounted turret of my humvee, I was barely able to kill them all, though it came at the expense of the lives of effectively every survivor and the few bandits who turned to fight the zombies as well. Was it all worth it? I hoped the airport had managed to weather everything. The state of the complex at least had given me some hope, as despite the state of the first warehouse, they seemed to have held out very strongly before the air strikes hit.
Surely the airport which was supposed to have been fortified even better was in a good condition. That hope dwindled as I approached. The rural farmsteads surrounding the airport were bloodbaths teeming with the dead. And by the time I got to the airport itself, the exterior wasn't too bad, but it was bloody.
>>
>>2206805
>>2206806
>>2206807
. I couldn't get through the barred gates, so I drove around to the other end past the entrance. I got a look inside and saw corpses and blood spatter dotting the lobby.
The other gate had been completely torn down, breached by the zombies who had formed another herd like the one that stormed the prior complex. Although the airport seems untouched from the airstrikes, I knew I had no chance of entering and leaving this place alive. So I drove back. Back to the complex I just left, then back the way I came.
Every single position had been overrun by zombies except for one. What I could see of Louisville itself that I had passed through the day before had been turned into a virtual wasteland of bombed out, burnt buildings and wandering zombies, all the checkpoints that had been fighting eachother or the zombies were now littered with the corpses of defenders and their killers alike. Except, here. Where those same soldiers were still mowing down group after group of zombies. It was inspiring, but, having seen even more breaches in the fences, seeing how much larger the counts of zombies are now compared to even just yesterday, I can't help but feel even more hopeless than if I had come to find the area overrun already.
>>
>>2206805
>>2206806
>>2206807
>>2206808
>tl;dr Week 1: The Protected mode with the no nuke expanded add on mod very immersively simulated the absolute decay of a zombie outbreak.
The social sim aspects in the beginning were kino, even as hostile npc encounters became more common. Some would call it jank but I found it a profound experience to kill what I was fairly sure was a hostile invader in my home on the first day, unsure of if what I just did was even legal or how the cops would react, or asking to join the house party at the louisville checkpoint and just hanging out with the npc's there on the second and third day getting drunk and high, chowing down on pizzas cooked by the baddie goth girls. When things went to shit and everyone started dying I realized that somehow, the game made me give a shit even though I knew it was going to happen. The trepidation I felt seeing soldiers later on, unsure if they were going to shoot at me, but also being afraid to shoot first because of the potential consequences felt so immersive. Seeing the changes in the world too as locations I became very familiar with were destroyed or defiled was really cool. I'm genuinely impressed with the mod, even if it has some technical issues, its come a long way from its first incarnation in B41.
It does however feel depressing to know that the official npc update is unlikely to be even a fraction as ambitious and will, somehow, be less functional. I'll write a formal apology form to Lemmy if I'm wrong and he wows me in like five-six years when that feature drops officially.
>>
It's pretty glaring that there's a massive military presence but there aren't military vehicles of any kind anywhere, no humvees or abandoned armor or other logistical vehicles.
>>
>Louisville army checkpoint has hundreds, maybe a thousand army zombies
>But no guns, backpacks full of military MRE's, shovels, etc
>Implying the US army threw 1000 unarmed non-equipped people into a zombie meatgrinder for no reason
Fucking stupid lore.
>>
>>2206828
>>2206833
Sorry bwos, you need mods for that :)))))))
In B42 entrenching tools are common in military sites, especially the checkpoint, and while pretty rare you can usually find at least one full ALICE rig and either a backpack or some military duffel bags. Even with guns set to being very rare, you can find plenty ... as long as you know where to look. They're all in the tent by the northernmost tower, the tower itself, the southernmost tower, and the armory. B42 also introduced military small carrying cases that you can sometimes find in barracks that will either have some medical supplies or something firearm related like a magazine, some ammo, maybe even a handgun in it
>>
>>2206843
There's like 1000 fucking army zombies there, there should be more weapons than a couple double barrel shotguns, four handguns and M14 magazines for a nonexisting M14.
>>
>>2206843
I searched the entirety of the brandenburg military checkpoint after wading through hundreds of zombies and I found one(1) M16.
>>
>>2206854
That's lucky, I cleared the lousville one twice and found 0 (zero) M16's.
>>
>>2206810
Its depressing because if this was Rimworld, that mod is good enough to just copypaste straight up, maybe cleaning it up and expanding some in the process. All that shit could literally be done in a year, and most people would like it and for those that don't given the modular nature of the game in general (even if it is built on spagetti) you could implement it as something you can toggle off or tweak in sandbox.
>>
>>2206833
The army checkpoint pisses me off so much. >enough 5.56 to wage a war against a small country
>not a single fucking gun capable of firing that 5.56 in the entire camp, or on any of the thousands of refugees, soldiers and other people you have to kill to secure the place
Reminds me why its impossible to play the game without a vanilla-ish gun mod, the issues with the default gun assortment and distribution goes beyond anything you can logically fix in the sandbox settings. Ammo you can mostly fix by doubling the default at least, but on default loot distribution they make guns so ridiculously rare it breaks all immersion.
>>
>>2206879
>Can't load 5.56mm in the .223 rifle
>No civilian .223/5.56mm rifles like mini-14
Eugh
>>
https://vocaroo.com/1bCaxx9A9Qk2
>>
>>2206890
Very based.
>>
>>2201767
wtf lol
>>
>>2203678
SCUM is the only game with actual decent bicycles
it's not zombie apoc though, the setting is like a prisoner gameshow on an island run by some crazy prison corp that experimented on all the original civilians
>>
>>2207032
does it have NPCs and can I barricade existing buildings or do i need to build a minecraft base
>>
uh
are there supposed to be zombies under the military research facility
>>
>>2206890
kek
>>
>>2207309
Yeah there's npcs now and you can lock prefab doors but it's different between each server.
Most player hosted servers (much better than official servers) don't allow prefab locks because it bars other players from loot, unlike zomboid, loot respawns in a reasonable time in multiplayer.

I'd still wait to pick it up though until mods later this year.
>>
>>2194980
this is just the nature of the beast. as games get more complex they take longer to make. a laid back studio might wind up taking on work that lasts decades, it's happened many times already in the Early Access sphere.
reddit spacing
since we might get AGI sometime in the next two years, that will let them wrap up the game pretty fast. they can just tell it to implement and refine all the stuff they failed to and it will be crank that out. it can probably totally refactor to codebase at that point too.
reddit spacing
exciting times for games.
>>
>>2207488
>since we might get AGI sometime in the next two years
lol
lmao even
>>
>AI will save Zomboid
we have reached cope horizon
>>
File: wew.png (465.1 KB)
465.1 KB
465.1 KB PNG
>>2207309
>>2207467
Well shit just went to check the new dev update and we'll have mods sooner than we thought
>>
File: file.gif (194.3 KB)
194.3 KB
194.3 KB GIF
>>2207488
>since we might get AGI sometime in the next two years
>>
>>2207564
Usually I would call bullshit on anything related to AGI but since its PZ we're talking about, AGI will for sure come before PZ.
>>
>>2207608
this
if you want PZ complete in a reasonable timeframe better hope for it.
>>
yeah man TIS is so laid back haha actively sperging out on the playerbase is so chill. they're just chill little indie devs, maybe AI will fix this sirs :)) xD :P
>>
>>2207875
I still don't know how Lemmy's direct insults on his own customers hasn't fucked Zomboid's ratings.
I guess the game has been in development for so long that most of the spergouts are months or even years before players join up.
>>
>>2207877
i have no idea what the lemmy drama is, don't care, tho i did occasionally post on the forums like 8? years ago.
>>
>>2207897
>i have no idea what the lemmy drama is
You're going to have to be a little more specific, he's done it around six times. Which drama in particular are you talking about lmao?
>>
>>2207877
>I still don't know how Lemmy's direct insults on his own customers hasn't fucked Zomboid's ratings.
Because they created a community of dick riders by banning any dissenting opinion anywhere they're capable of doing. The entire reason we sneed here instead of anywhere else.
>>
>>2207904
The funniest thing is the subpreddit actually is starting to get pissed off at TIS.
B42 looks like it was the straw that broke the camel's back.
5 fucking years and all we get for it is mechanics most players don't use, a broken lighting rework, and rats that can demolish a car as though they weighed 100 kilograms.
>>
>We're a solid year into B42 and you still can't craft wire
>Despite having a drawing plate which is what you use to make wire IRL
>And multiple things ingame requiring wire
Dumbest fucking devs I swear.
>>
>Great work with the fluid system Jeffrey! Look at all those fluids modelled...Rum, wine, water, carbonated water...
>No problem boss, I know it took four years but at least it's here now!
>Oh and milk
>Excuse me?
>You modelled milk, right? The farming team just programmed in milkable cows so we need milk simulations
>You didn't tell me about milk, you asked for fucking alcohol because that's all you drink in real life
>PROGRAM IN MILK THIS FUCKING INSTANT GOY OR YOU WILL BE PUT ON ANOTHER PAID VACATION FOR MENTAL HEALTH!
>Fucking fine, but it won't expire
>The fuck do you mean it won't expire? Milk famously goes off quickly
>You never told me in five fucking years that we'd need fluids with expiration dates in our game where solids have expiration dates so the milk will be immortal
>>
>>2207488
>zomboid
>complex
lmao
>>
>>2208145
don't drink the "milk"
they put something in it to make you forget
>>
>>2208152
It is complex, but not in a good way (insert Terry Davis rant about complexity vs simplicity). To do some things justice if you're simulating them, you have to accept a certain amount of complexity in the design but should still strive to simplify and streamline it wherever possible because complexity is never a good thing in itself. With TIS its the other way completely. They take even simple things, or systems that already work, and try to make them more complex for no fucking reason at all.
The B42 crafting systems comes to mind.
>>
>can't put pineapple soda in my apple juice/red wine/diet cola/ginger ale/orange soda/grape soda/bourbon/bleach/champagne bucket despite having the space for it
Weird arbitrary restriction.
>>
>>2208363
>Add liquid blending mechanic
>Can't blend a stupid amount of fluids together despite there being no actual game mechanic reasons to prevent this
>>
>>2208365
It's just very janky in general, somehow a bucket full of mixed drinks return less thirst than a single drink for some reasons.
>>
>>2208363
Does the game even have a function to make custom recipes, so you can label and create unholy mixtures without insane inventory tinkering each time?
>>
>>2208367
The fact the player can drink soda mixed with milk is fucking abhorrent and proof Lemmy is some weird shut-in who hasn't done anything IRL.
It should make your character fucking vomit because the carbonation makes the milk spoil instantly.
>>
>>2208369
To be fair, that's not the only thing wrong with food in this game, your character can just eat some seriously unholy combination of food without ill effects.
>>
>>2208368
Nope, that's just some janky addition to the game that doesn't add anything beside giving you a mean to pretend you have a bucket full of piss or shit when you place it down.
>>
>Fluid mixing added to the game
>I suppose in theory it's a useful mechanic for something
>In practice it's the art of pressing left click like 10 fucking times just to get our retarded characters to water down their booze/soda for each water bottle carried
Why is there literally no contextual button for 'auto-water-down soda' or some shit?
>>
>>2208377
It's just really annoying to use.
>right click a container to open the transfer menu
>now you need to drag said container to the right despite the fact you opened said menu by right-clicking said container
>and the drink you want to transfer to the left
>but you can't use it if the container or the drink isn't directly in your inventory
>and some liquids just can't mix together (pineapple soda with other juices for instance)
>and there's no rapid transfer of a mixed liquid into another container, you always need to use the transfer menu
And the end result is a drink that gives you less than if you just chugged every single one of these drinks individually.
>>
>>2203781
God Euros are fucking weird. No wonder they can't finish the game with that drinking
>>
>>2208380
The fact there's no 'replace contents with filler fluid' option pisses me off.
>Whoops your bottle is 100% full! Better empty it all, fill up another container, transfer over X amount, THEN fill it up!
So fucking overly complicated for no reason.
>>
>>2208369
>my man can't enjoy a tall glass of pilk
>>
>>2208371
Actually now that I said this, I kinda wish you could use the mixed drink for cooking.
>surviving on a fish, cabbage, broccoli, beef jerky and cheese soup, stewed inside a pot full of milk, soda, ginger ale, wine and champagne, seasoned with ketchup, mustard and marinara
>>
>>2208371
Raw chicken feet fresh off the chicken not being dangerous or even unpleasant is certainly something.
>>
>>2208395
Raw salmon being lethal is a fucking joke given how many people eat it daily around the world.
Hell if Lemmy wasn't to be autistic, at least make FREEZING it safe to eat.
>>
>>2208375
For that matter, when are they adding the pissing and shitting needs to the game. I can't be properly immersed if next to managing muscle strain, hunger, thirst, anxiety, I don't also have to make time to piss and shit.
>>
>>2208377
They suck at differentiating between what is a good use of context menu or crafting menu. Now they're trying to push everything into crafting menu, even though some things make no fucking sense to have in there. Taking out/putting in batteries, slicing fucking ham, opening ammo boxes, why the fuck would any of those things be in the crafting menu? Why is carpentry in a crafting menu instead of the old context menu that made intuitive sense when you were building something (especially since dismantling things is still a context action, and building something would be the flip side of that so handy to have in the same context menu).
On the other hand something that was faster to do before, through the crafting menu, like stews and soups, is now context menu only. Its like they go through and try to make everything retarded on purpose.
>>
Wait, milk and butter are actually intended to never spoil? What the fuck.
>>
>>2208892
bro they are indie devs cut them some slack they cant do everything
>>
>>2208328
that chart is kinda silly because it assumes innawoods. i can't imagine most players play innawoods. i guess in MP you have to, because, surprise, MP is a fucking mess and the incentives are all wrong (avoiding survivors because people are assholes in games, instead of banding together to multiply potential).

in reality it's not THAT hard to get into metalworking, and the map has a full forge setup in at least one location. they should add more and randomize it (hobby metal worker with his instanced backward furnace setup) to make it easier to get into and to reduce pressure on getting to the known forge location first.

on SP none of this is a problem. you drive to the lake house and get the goods.
>>
>>2208386
yeah what is he talking about. i wouldn't drink it today but i remember being a kid.
>>
>>2208409
>Taking out/putting in batteries, slicing fucking ham, opening ammo boxes, why the fuck would any of those things be in the crafting menu?
because all those actions create an object in the game. nothing changes. a ham is destroyed and returns three ham slices. a box of ammo is destroyed and returns 30 bullets. a battery is spawned and the one in the radio removed from the game.

all these involve making a new item, so in their logic it's the crafting menu.

now, i'd love for IndieStone to pay my rent, $1600/mo will cover my expenses, and I will figure out a much better and fun way to organize all these crafting actions.
>>
The guy in this thread shilling scum, I have a question for you. Is that game meant to be played on an online server? Cause if so then I don't care anymore sorry
>>
>>2208930
>>2208386
>drinking spoiled milk for the memes
at least you're not eating tide pods
>>
>>2208397
Fresh Raw Salmon should be able to be eaten fine, with it being lethal at stale or rotten
>>
>>2209170
and yet it is better to cook it. so it's kinda irrelevant that that isn't in the game.
i'm not gonna have a melty that most raw food/drink needs a purifying step.
>>
>>2208407
>Men are objectively better because they can piss anywhere, women need to use toilets
>Pissing or shitting yourself vastly raises stress and unhappiness while maxing the Dirty stat of your underwear and pants
>>
>>2208407
you character burns something like 18,000 calories in a day, there is no waste, the player character obviously converts 100% of the mass consumed into energy in order to meet this enormous caloric requirement.
>>
>>2209176
>I don't care that I have to cook a food I shouldn't have to cook unless I want to extend its shelf life without a fridgerator
Salmon is just one example of this btw, there are more, don't shill for bad, lazy shortcuts in their design ethos
>>
>>2209207
>unless I want to extend its shelf life without a fridgerator
salting/smoking needs to be in the game for sure
>>
>>2208937
You're not creating something new with those recipes you're transmuting them.
Turning a stick, rock, and binding into a stone hammer creates a whole new item.
Turning a ham into ham slices is transmuting it. Big difference.
>>
>>2209278
yeah, but in the actual game's coding/internal logic, you're deleting and generating items and lemmy is just autistic enough to make that matter for menu context.
>>
>>2209314
The reason context menus are getting removed is because they're planning a console release pretty soon. It was in their financial statements they posted last year or the year before that.
>>
>>2209319
nta but I don't get that. If you used the left thumbstick for movement and the right thumbstick for the cursor context menus would be very helpful and intuitive on console. You could use L2 for a left click and R2 for a right click, R1 and RB to cycle through your hotbar selection, and the D-Pad and Facebuttons for other hotkey shortcuts like quick open map, inventory, reload, etc.
I thought of this in maybe five minutes what the fuck TIS
>>
>>2209327
Accessibility limits and other shit. Who knows what controller bindings they've already set up.
>>
>>2209327
>>2209330
>Sorry but this schema requires opposable thumbs, forefingers and an IQ above 90 to play.
>>
>>2209336
The funniest thing is firearms turning into headshot-needed weapons...Not too long before the console release. Yeah good fucking luck headshotting with a controller.
>>
>>2209339
B41's firearm system would have been much better for consoles especially, but I also think it was just better in general. It actually rewarded having a high aim stat
It's like no one on the team has any level of foresight
>>
>>2209343
>Hey, make the aiming system require actual aiming at their heads!
>But...Lemmy the character system has an aiming skill, how the fuck can you 'aim' better but still miss?
>Oh shit! Oh fuck! Good point...Fine! Make it so miraculously 'missing' means you still hit them but didn't kill them!?
>Hit them in the brain but didn't kill them? How do we portray that?
>SHIT! FUCK! ADD A RAGDOLL SYSTEM AND MAKE THEM COMICALLY FLY BACKWARDS BUT JUST GET UP AGAIN! MAKE THIS POSSIBLE TO HAPPEN FOUR TIMES IN A ROW!
>>
>>2209339
they'll change the hitbox to be a huge circle so as long as you're kind of in the realm of the head you'll get the hit. aka aimbotting to make it playable.
>>
>>2209348
>btw this ragdoll system will make the game shit itself with npc's - even the animals we just added - and will thus make it way harder to add official npc's in the future lel
>>
>Add mineral deposits the player can break to get lots of flint/limestone
>Make it so you need a pickaxe to break them
>"Lemmy nobody has found a pickaxe ingame in the last three months, what the fuck are you thinking?"
>Then allows club hammers to break em too
This game is a headspin.
>>
>42.13.2 is out
NEW
>New improved whitelist
>Drying racks are functional in MP now
>Updated "Announce Animal Death" message
>Added a limit on the number of animals sent in a single AnimalUpdatePacket
>Added Plastering in MP
FIXED
>Fixed ongoing issue with erroneous zombie migration. Please let us know if you spot any more cases
>Fixed not being able to remove and replace battery in different devices
>Fixed being able to put more items in the container than capacity allows
>Fixed Favoriting recipes (Craft and Build menu) being reset after relogging
>Fixed weight pointers
>Fixed some performance issues with animal zones
>Fixed animal pathfinding in MP
>Fixed server crash caused by pipe bombs
>Fixed number of visible zombies counter
>Fixed SFX glitch when getting attacked by a zombie while shooting
>Fixed seasoning ingredients not being displayed in tooltip
>Fixed plant tile updating only after revisiting chunk or relog
>Fixed not being able to remove seeded furrows
>Fixed memory leak with NetworkState packets
>Fixed wrong animation when unequipping an attached item on the player's back
>Fixed backpack sprayer duplication
>Fixed MP Soaked and Wet states
>Fixed body insulation/temperature always being at 0
>Fixed disassembled furniture not disappearing from the world
>Fixed weapons unequipping when character is climbing through windows
>Fixed microwave/Stove timers resetting to 0
>>
>>2209372
>Fixed double door sfx
>Fixed not being able to get an animal corpse from the car trunk
>Fixed non-lootable containers placed in doorways
>Fixed NPE caused by calling getVehicleContainer() on null square
>Fixed wrong items being selected and captured from stack of items
>Fixed updates breaking setting the ZombieState FMOD parameter
>Fixed being unable to build stairs above ground sometimes due to non-existent squares.
>Fixed stair pillars not appearing on clients until reloading the area.
>Fixed odd cutaway behavior of player-built stairs and support pillars.
>Fixed not being able to craft Fire-Hardened Spears
>Fixed character with the claustrophobic trait not panicking inside buildings
>Fixed car battery looping sfx glitch
>Fixed clothes drying only when picked up
>Fixed door shaking animation
>Fixed basement entrance disappearing after building & removing floor overtop of entrance
>Fixed "Walk To" stream of errors if cursor is placed outside the bounds of a basement
>Fixed rope attached to the animals not breaking
>Fixed several cases with commands: AddXP and LoseXP
>Fixed remote player health sync issues
>Fixed bombs staying in player's inventory after relog
>Fixed not being able to butcher the animal corpse in the inventory
>Fixed Hitting SFX isn't always playing
>>
>>2209372
>>2209374
Over a week late, we already read this shit.
>>
>exploring the grand ohio mall
>lots of dead bodies
>some of them reanimate, gun 'em down
>wind up in a firefight with the sweeper team trying to clear the area
>kill two of them, run around a corner, reload
>my fucking m4 jams THREE times in a row, leading to me getting shot to death
This must be how our boys felt over in iraq
>>
>>2208407
>be me, average joe in the 90s
>be a fat illiterate retard with claustrophobia, agoraphobia, a chain smoker with brittle bones
>but also I'm a professional pisser (level 3 Pissing skill)
>only 90% of my urine won't hit the toilet bowl
>and everytime I piss I only have to pass kidney stones the size of a large fist
>>
the new gun aiming is just really tedious
most of the time a headshot doesn't even instantly kill anyway, it just knocks them over
>>
>>2209617
when you level up your gun-kata you can throw the bullets much harder, dealing lethal damage.
>>
I really would like to understand what goes on in Lemmy's head and his sense of priorities.
>plan for console release but introduce aiming system that is possibly the worst possible fit for it, while also making the game miserable for PC players by gradually moving every conceivable action into a convoluted crafting menu
>be years behind your own roadmap, instead of focusing on existing items add ragdoll physics system while multiplayer is still more or less broken in the latest release, and also amidst complaints about performance with large hordes
>have multiple skills in the game that are functionally useless (First Aid, Lightfooted, Electrical, Sneaking, Tracking, etc) instead of reworking and balancing them add several obscure crafting skills only a tiny segment of the player base would be interested in
>>2209617
I actually like the new aiming, but its obvious they really gave it zero thought. The skill itself does nothing now. Either you aim and use a gun powerful enough to one-tap, or you have to waste ammo shooting repeatedly, nothing changes at a higher level. Logic would dictate that higher level would give you much more leeway for what counts as a headshot, functionally returning to the old system when you're high enough skill.
>>
>>2209748
The new aiming sucks dick because it turns an abstracted 'character first' system into a deliberate 'player first' system.
It's the polar opposite of roleplaying.
My 10/10 aiming character can 'miss' because I didn't click directly on their head.
Meanwhile my 0/10 aiming character can 'hit' a zombie across a city block, at night, while fully panicked and tired, clean in the head.
>>
>>2209748
>>2209784
Because Lemmy is like a nega-Sean Murray. He is fundamentally incapable of understanding that when people would complain about how bad the shooting felt, the complaints like
>I never fucking hit anything Lemmy what the HELL you FUCKER
Were symptoms of poor implementation, not the disease of a bad mechanic. Missing shots felt bad, and was common for many players shitters but I digress because the game punished you harshly for using your gun in the first place in most situations, and punished you even harder if you missed. This incentivized you to only use your gun when you absolutely had to, meaning you'd rarely be raising your aiming stat .. which meant you'd be more likely to miss in that SHTF situation you whip out your gun for, putting many of the complainers in a feedback loop of guns feeling like shit and worthless compared to melee weapons which were much more straight forward and really only relied on physics interactions. The only thing your stats determined there was damage, etc.
Lemmy's solution to this of course instead of doing the not retarded thing and reducing the noise multiplier of your firearms to 1.0 or .75 instead of 3.0 (the default is now 2.0 btw in B42) so that you don't draw every zombie in the state of kentucky to your location because you shot a .22LR varmint gun but would only instead draw some of the zombies in your immediate area .. is to just cut the mechanic completely and make it a point and click mechanic like melee but better :)
He at least had the foresight to understand guns with multi-hit under this system would have been ridiculously OP but it's a change that only needed to happen because he as usual picks the most retarded option to fix a problem.
>>
>>2209794
B41/Early B42 felt like total shit because guns outside of 4 tiles of range practically missed +50% of their shots.
You'd have a character in perfect condition unable to shoot a zombie's head at what is effectively 10 feet of range.
>>
>>2209808
...because your aiming skill was shit. Because you couldn't level up your aiming skill. Because if you tried you'd get swarmed by zombies and there was no alternative method for levelling your aiming skill. Having even just 3-4 Aiming made a ginormous difference.
>>
File: 38-2.webm (479.2 KB)
479.2 KB
479.2 KB WEBM
I honestly liked it more.
>>
>>2209880
Everyone's aiming was shit, even war veterans couldn't hit the broad side of a barn for fuck's sake.
>>
>>2209880
This case was unrelated to skill level, the range debuff itself was too strong to the point 4 tiles of distance was enough to tank your accuracy to oblivion.
>>
>>2209917
If you're using a weapon with dogshit range, I guess?
>>2209913
This isn't true though. If you start with 3 aim that's more than enough as long as you weren't trying to shoot at rifle ranges with a pistol.
>>
>>2209919
Until recently even high aiming characters would miss most shots at anything beyond point blank.
Only lately are all shots 'hits'.
>>
File: JUST.png (718.7 KB)
718.7 KB
718.7 KB PNG
>mfw brainlets in these VERY halls were fucking filtered by the abstraction of an RPG's shooting mechanics
just know that every time lemmy makes the game worse for accessibility purposes, he does it with (You) in mind
>>
>>2209920
That's not true though. A character with high aim would reliably hit basically every shot provided a weapon with appropriate range was being used and you weren't being debuffed by heavy rain/heavy fog/darkness.
>>
>>2209925
Except your player is almost always universally given one of the largest accuracy penalties in the game, panic, unless you're fighting just one or two zombies. At which point a firearm is redundant as a shove and stomp does the job just fine.
Add in darkness penalties, temperature, tiredness, stress, wrong shoe size, hidden astigmatism debuff, etc, and your character is functionally blind for firearm rolls.
>>
>>2209922
The concept of B42 shooting is good at its core, it lets you not feel like complete shit at the early stages of leveling. Its just missing the actual RPG element (having aiming skill actually do something), but if you add that back its perfect.
>>
>>2209922
B41 being jerry-rigged long-range melee weapons was retarded and you know it.
And B42's initial release was so fucking nerfed that no wonder people were pissed off.
You could have the fucking rifle barrel shoved into their head and still miss.
>>
>>2209919
>This isn't true though. If you start with 3 aim that's more than enough as long as you weren't trying to shoot at rifle ranges with a pistol.
This was literally proven to be an issue, your accuracy went down the shitter past 4 tiles regardless of weapon or Aiming skill because the range debuff was absurdly strong.
This got fixed like last month.
>>
>>2209922
I mean the original targeting was just as fucking retarded
>average joe from the 90s can't fucking hit the broadside of a barn on a good day, even if shooting guns was part of his job
>you needed to shoot thousands of zombies with a shotgun to understand the intricate concept of holding a small firearm in your hands without spazzing out
>>
Lead poisoning from air pollution in the mid 90's made the average american mentally incapable of effectively handling a firearm.
>>
The collage poster made me play week one again. The prison start is pretty exciting.
>>
>>2209748
there's nothing obscure about blacksmithing, that has long been a desired thing and they implemented an entire system of tiered workbenches.

i kinda feel bad for TIS; they make this tremendously ambitious tech and workbench tree for blacksmithing and all they get it posts like anons. just endless bitching and moaning. it's no wonder they don't want to interact with the playerbase. no "wow thanks this is really cool, it's not perfect but all the fundamentals are here".
>>
>>2210487
The alternate starts are all really fun. I also really like The Barricade and The Tower; The Barricade spawns you as a police officer with an assault rifle and some spare magazines of ammo, a shitton of zombies in the lobby of the mayor's place which has been completely boarded up, and even more zombies outside trying to break in. You're meant to scavenge more ammo and guns off of the bodies of your fellow officers as they die (which can be nerve wracking and difficult) and ultimately retreat to the second floor. Eventually the military starts bombing the place too, creating another layer of difficulty though it does effectively thin the herd when it happens.
Its possible to survive by escaping the building after the barricades go down or by climbing off the balcony and taking the blow to your knees after most of the hoard is inside, which then becomes a normal zomboid week 1 run, though you're starting at day 6.
The Tower is also fun for similar reasons. You start at the top of a skyscraper with a group of civilians with your helicopter escape never coming and have to fight your way down through the building floor by floor to reach the bottom and escape.
>>
>>2210422
Considering the average joe in the 90s can't even have a fucking hobby without being fat, retarded, agoraphobic and a chain smoker, yeah I believe it.
>>
>>2211052
>>2211052
>>2211052
>>
>>2210778
It's a zombie game that's supposed to be immersive and believable, silly nigga.
>>
File: file.png (407.7 KB)
407.7 KB
407.7 KB PNG
>>2186428
>me instantly disabling npcs because it's "how I died" not "how WE died"

>>2206890
there's no way he's not a troon

Reply to Thread #2186428


Supported: JPG, PNG, GIF, WebP, WebM, MP4, MP3 (max 4MB)